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Full text of "Ares Magazine 11 - Albion, Land of Faerie"

COMPLETE FANTASY ADVENTURE GAME INSIDE! «"r. 11 

THE MAGA7INF OF SCIFNCF FICTION. AND FANTA15V AOVFNTIIRF GAMING S4.00 



THE MAGAZINE OF SCIENCE. FICTION AND FANTASY ADVENTURE GAMING 



The Troll clans and their Human allies 

assault the weakened kingdoms of the Dark Elves 

to gain their final domination over... 



&. 





V 



A History of the Troll/Elf War 
Power Points of Albion * Solitaire Gaming* 

Ian McDowell's Mordred in CHICHEVACHE 

Critiques of Star Patrol * Arms Law and Spell Law 
Review of the film Heavy Metal 




IMMERSE 

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Coming soon: Universe Adventure #1 First Contacts 




Nr. 11. November U 



Redmond A Simonsen 
Michael E Moore 
Robot J Ryer 
Manfred F Milkuhn 
GOniknuiimo lono*!' Jorin Bonarra". Jom H Buncrlmo, 
Gr*o Coi;*var trie Goldboa- B'ad E Wtw. ChnelopHer John. 
HI PC»tp. Gerry Kkig. Sieve Ln». 0*«l J Sffow. Btw* St*"*-.. 

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THEMAGAZINEOF 
SCIENCE FICTION 
AND FANTASY 
ADVENTURE GAMING 



Albion: Land of Faerie 


DAVIOJ RITCHIE 
REOMONDA . SIMOSStN 
NlCKKARP 


r--. 


A History of the 
Third Fomoftan War 


DAVIOJ RiTCMIE 


4 


Chfchevache 


IAN McDOWFi I 


to 


Tha Power Points 
of Albion 


DIANA L.PAXSON 


M 


You Against the System 


GREGCOSTIKVAN 


17 


MUSE 


REDMONDA SIMONSEN 


3 


SCIENCE FOR 

SCIENCE FICTION 


JOHN BOAHOMAN. Ph.D. 


20 


FACTS FOR FANTASY 


SUSAN SHWAHT2. Ph.D. 


M 


Fill* a TELEVISION 


CHRISTOPHER JOHN 


72 


MEDIA 


OAVIOJ SCHOW 


Y.\ 


BOOKS 


GREGCOSHKYAN 


23 


GAMES 


FRICG010BERG& 
IAN CHAD WICK 


25 


DRAOONNOTES 


GbHH'. i_r, 


20 


DESIGNER'S NOTES 


STAFF 


34 


FEEDBACK 


JOHN H. 8UTTERFIELD 


31 




l ».«WIM. V . H « 









Looking Ahead to Next Time 

Ares nr. 12 will feature Star Trader, a 
muiti-player game of interstellar trade, di- 
plomacy and duplicity in which entrepre- 
neurs try to corner (he markets of exotic 
goods, and sabotage their opposition. 
Background material wiU examine the 
economics of interstellar trade; Mi addi- 
tion, there will be more reviews. Science 
for Science Fiction, Facts for Fantasy and 
much more. 

Whan to Expect Nr. 12 
Domestic Subscribers: If you have not f e- 
cerved your copy of Ans 12 by 12 Febru- 
ary 1982. notrfy our Customer Service De- 
partment. Please include your Customer 
Code and issue of expiration, both of 
which should be found on this issue's 
mailing label, just above your name. For- 
eign Subscribers- Add eight weeks to the 
above date to allow for the tardigradous 
pace of international mail. 

On t ho Cover 

The SkJh from Albion Land of Faerie as 
portrayed by Timothy Truman, based on a 
concept by Redmond A . Simonsen . 



Muse; 



A number ol inte«esiing evenis are 
transpiring in SPI'ssf/t line ol games. As we 
mentioned last Muse, DragonQuesi won the 
Best Role-Playing Rulesaward at Origins this 
year. DragonQuesi is also benefitting from its 
brisk sales which have justified the publica- 
tion of a true Second Edition The combat 
system has been streamlined and Ihe rules 
have had alt the kinks knocked out end been 
ref or matted into one hardcover volumrji 
We're also licensing a number of other pub- 
lishers to produce DragonQuesi material of 
various types to provide a broad range of 
support 'c Ihe system. Role-playing games 
are a lot fake computers — the supplements 
and adventures are analgous to the software 
that runs on the role-playing "system " 

And speaking of computers, SPl is at 
long last about to make its entry into com- 
puter gaming. Wreck ol the Pandora win be 
our first computerized game (and it's even 
better than ihe well-liked paper version!) 
The game runs on 48k Apple II Disk systems. 



We'll foltow with an Atari version and (if it 
can be done) a TRS-flO version. We may 
have to completely rewrite the TPS-80 ver- 
sion because of the wide differences be- 
tween the graphics capabilities of the two 
systems. We intend to follow Wreck with 
Vbyoge o< ihe Pandora and lo make the iwo 
programs compatible Morene.lissuel 

- Redmond 



Sri 257 Park Avenue South. 
New York;, NY 100VJ-7386 
12121673 4103 

m a (aft 

SPl is a member of the Hobby Industry of 
America. The Adventure Games Division ol 
tha HI A, and ma Game Manufacturer! 
Association. 



T'buih is ostw sad 10 be stranger than fantasy and such Is 
Dortainly 'he case in discussing the now semi- legendary 
Sidh. In our day. they have been diminished in memory 
until the High Elves of Albion and Erin are remembered unclear- 
ry, if at all, and oven the names of their foes have become twist- 
ed in the tailing. Thus, such fearsome enemies of Faerie as Bo- 
gan Redcap. Barguest the Dwarf and Dobie the Server are now 
remembered not as individuals, but as generic terms for par- 
ticular types of bogie or diminutive fairy. Similarly, the good 
Prince Ednc who led Albion to victory at Ceer Ganmorgan is 
known to the simple folk o* rural England as Wild Ednc. master 
of the Wild Hunt. In this guise, he Is often confused, even by 
historians and lore-masters, with the wholly mythical Odin. Alas. 
The memory o' man is short and the flame of Faerie burned low 
when mankind was in its infancy. Utile wonder then that the 
truth of Faerie's waning has become lost in the twfeted skein of 
folk myth and that only a handful of scholars are today aware 
that a race of immortals known to myth as the Sidh (pro- 
nounced Shoe) did, in fact, once walk the verdant shores 
of England and Ireland. 

Space limitations do not permit a detailed discussion of 
the origins of the Erven Kingdoms and their history, but a brief 
outline for the uninitiated will, perhaps, be forgiven by those 
more familiar with the history of the fair isles. The origins of the 
Sidh in Albion are lost in the mists of time. Certain it is that 
they had long been established in the coastal areas when Allan- 
tis and Mu sank beneath the sees, and it is from the time of that 
cataclysm that the phenomenal growth of Faerie in Albion may 
be (raced. By the lime of the sixth millenKim BC {according to 
human reckoning), a High King ruled in Forador and his lands 
included all of Albion and Erin as well as some of the lands to 
the south. This was the Old Kingdom. 

The fait of the Old Kingdom and the period of the Inter- 
regnum are not a necessary part of the background ol our story 
and so we will pass on with merely a mention of the fact that 
this was the Golden Age of Faetie and that much of the power 
which rema»>ed in Albion and Erin in the days of Auberon was 
a result of enchantments laid by the old kings. Having fallen in- 
to evil and destroyed themselves thereby, the old kings passed 



on. They were followed by a new line of kings, the first of 
which was Silfax Bocassian who was crowned in the Year One 
<ca. 3090 BCI of the New Kingdom. Though the New Kingdom 
had long fallen and been replaced by the Second Interregnum 
at the time of our story, all dates will, according to Elvish 
custom, follow the Now Calender established by Silfax. 

It Is not known when the evil first entered the New King- 
dom. Probably, it lived on after the destruction of the Old 
Kingdom and bided its lime ere it blossomed at the most advan- 
tageous moment In any event, midway through the years of 
the New Kingdom, the old evil reappeared in a new guise. As 
ever, its promise was power undreamed o'. But its form was 
fresh and fair. 

Ghosidancers, they called themselves... those who adhered 
to the cult. At first it was a way to honor the dead, to raise their 
spirits and speak with them. Bui. then, the evil crept in and, 
soon, the Ghostdance became an obscene ritual wherein vic- 
tims were first robbed of their lives by torture and then their 
wraiths were raised by means ol the same power in order to do 
service to their murderers. First one, then another of the sub- 
kings of Faerie were seduced by the cult. By the time the High 
King issued the Order ot Suppression and Exorcism which 
outlawed the Ghostdancers. il was too late. Half of the eight 
subkings were in thrall and the King's Writ could only be served 
by civil war. So the troth was broken and there followed the ter- 
rible time of the Kingsleying. Of that century of strife, little need 
be sa-d Every school child has seen the broken towers and top- 
pled ernes that were its legacy. When the forces of the High 
King were finally victorious, most of the land was in ruins and 
much of the ancient power had been expended. 
^*% The Fomorian War* 

WTvn\**% t -*t-- had been lefi in peace to heal itself and 
*W^ mend the broken vessel of its power, all would have been 
M well and Elves would yet rule in Faene. Such was not to 
be the case. For upon the heels of civil strife walked the Years 
of the Terror. When and how the Formoriens first arrived from 
across the seas, no scroll records They came into a weakened 
and broken land, bringing fire and the sword after the manner 
of their kind. Huge, coarse men of thirty and forty stone (equal 
to 600-300 pounds in Mundane measurements!, they made 
waste that which remained fair and it was forty years before lha 
Elves could clear even a part of their land and begin to rebuild In 
safety. At the end of this, the First Fomorlan War, all of Erin and 
the north of Albion were under the yoke of the Trolls. Ol what 
remained, the entire southern coast was depopulated and a 



& 



Y/l a^tefaiyeflhe 

I Third Fomorian^ar 

1/ The Last Struggle and Decline of the Sidh in Albion 

by David J. Rilchie 



AM 



ILLUSTRATIONS BY 
TIMOTHY TRUMAN 



TV 



/ 



agmc« 



hundred years was noi Sufficient to repair the damage to the 
rest. The High King and hts line were become regional rulers 
coequal with the King of Gwynedd who was the only subkmg 
to still hold his land. 

Salvation came in the form of the Gnomes. Fleeing the 
continent before the growing menace of Mundania, they arrived 
m Albion as penitents end were given all of the land of Curwvl- 
Lan (present (lay Cornwall) in which to dwell. This in exchange 
for their promise to aid Faerie in its time of need. That time was 
not long in coming. For, in the year 2340 the Confederation of 
the North was formed and. in the following year, ten thousand 
Trolls swept into Albion The struggle continued for nine years, 
but at ns end. the Elvos wore aWe. with the assistance of the 
Gnomes, to force the invader back into his mountain fastness 
and reclaim the eastern kingdoms of Erin To insure that the 
peace they had forced on the Fomonans would not be lightly 
broken, the Elves then cast their last great enchantment: Oer- 
mot's Dyke, a magical barrier of false trails and deadly bogs and 
traps some three leagues deep along the northern border In the 
south, they built the enchanted castle of Cae» Arklow to block 
the main land route between Faere and the shores of ihe Weald 
which were being settled by hordes of Mundanes armed with 
cc*d iron and hungry for the (and of the Elves. 

With the end of the Second Fomorian War. comparative 
peace reigned in Faene for the next three hundred and fifty 
years The flow of Mundane invaders continued and the Fomor- 
ans made common cause with them against the lords of 
Albion Border raids were common. Occasional sea raids made 
kfe in the coasttands sometimes uncertain as well But Faerie 
saw no new strife and much of its former power was recovered 
Ithowgh only a tithe of what was possessed by the old kingsl 
Then, m the waning years of the 27th Century, war came 
again to Faene. 

Aubaron'a Journey 
iibo* rut shom was High King of Albion i 
ursed from birth with diminutive staturt 
amorous and other adventures ha 
somewhat twisted lorm in a hundred folktales > 
small stature is blamed for Auberon's need to excel. Whatever 
the truth of the matter, Auberon departed Albion m Samam of 
2679 with five great sailing ships and a hundred of the flower of 
Faerie noMity. He was going, he said, in search of the mythic 
land of Jotunhoim He would be gone a year at most. With him 
iravelled. among others, a distant cousin, Ogme IChampion of 
Leinster) and Auberon's Court Magician. Corin the Shape. 

In Gitain ol 2680. Imnc Troll-Lord, the head of the Confed- 
eration of the North, learned of Auberon's sailing. Wuhm a fort- 
night. Imric had sent forth messengers to all of his allies, both 
Troll and Mundane, announcing Auberon's departure and his 
own miennon to take advantage of the king's absence to begin 
Ihe war of retribution so long planned by the Trolls. On the Ides 
of Solvis. imnc 's clansmen joined him at his capital of Broch 
Maben for what was to be the last Weapontake of Moray Clan 
Moray, supported by Ochil and Clan Cumrock. marched 
on Albion five days later 



n the year 2679. 
i. Auberon's 
n recounted in 
n which that 



While the Trolls of the North were mustering their strength, 
Imric's other forces were not idle. Along the northern border, 
the Blue Men (believed to be the forebears of the Pictsl also 
gathered On 27 Solvis. the Mundane King, Ainsel of East 
march, arrived with his army of Mundanes at Kirkconnel, the 
ancestral broch ol Clan Gogma, and joined forces with several 
hundred Trolls under Magog the Cruel, marching west into 
Faerie ten days later. On 3 Beltane. Wespontakes were held at 
both Broch Wyvis in Connaughi and Broch Ennis in Munster 
By 7 Beltane, the wardens had lit the signal fires atop Haven- 
glass to alert Albion that war was hurrying toward ihe border 

Prince Etidor occupied the High Throne in his father's 
absence and the warning signals from the north reached him at 
Ceer Ganmorgan on the night of 8 Beltane. The next day. Elidor 
ordered the muster of his household troops and sent messen- 
gers abroad bearing red arrows, the traditional war symbol of 
Albion. These were dispatched to Gwynedd, Curwyllan, Lein- 
stcr. and Ulster Other messages were also dispatched, warning 
Elide s captains of the danger upon them and grving instruc- 
tions for the ordering of the kingdom. By sunrise on 10 Beltane, 
Elidor was marching northwards to meet the threat Two days 
later, an exhausted messenger reached Arwan, King of 
Gwynedd with a summons from Elidor, and by morning of the 
13th, Arwan was marching to join the Prince at Pavenglass. 
Neither would see his hearthstead again. 

Imric Troll-Lord entered Dermot's Dyke on 14 Beltane and 
was unable to extricate himself and his army from its enchant 
ments until the morning of 18 Beltane. At that lime, the forces 
of Clan Moray and Clan Cumrock took the Westroad south, 
ravaging as they came. To the east, the Blue Men under their 
king, Maclver, and the warriors of Clan Ochil under Glastyn 
Bearkiller were hold up crossing the dyke until 20 Beltane. They 
were to play no part m the groat events of the ensuing days. 

1 Disaster at Ravenglass 

mbics ha* of the Battle of Ravenglass has often been studied 
with approval by military historians, some of whom have 
made comparisons between it and Hannibal's famous double 
envelopment at Cannae. Whether, m feci, the massacre ai 
Pavenglass was a result of cunning strategy or simply the vaga- 
ries of chance will never be known. The facts of the matter are 
clear, however Elidor, having joined feces with Arwan south of 
Orme's Gate, marched up the Westroad almost to the slopes of 
Ravenglass itself and was there met by several companies of 
Clan Moray who put up a brief but stout resistance before flee- 
ing up the road Lured on by his flight. Elidor moved upon the 
not yet arrayed forces of Moray and Cumrock. deploying from 
the march and attacking Imric's center The foolhardmess of ihe 
prince's action may be |udged from the fact that the combined 
forces of Elidor and Arwan numbered about I9X. whereas imric 
mustered fully 3000 hardy Trots. 

Nevertheless, though at first repulsed, Elidor's forces soon 
Inve a wedge almost entirely through Imric's center 
and the day seemed to shine on the arms of Faerie. However, 
Imric's smell reserve, consisting of a bare 200 warriors of Ochil 
detached by Glastyn under his second-in-command. Bogan 
Redcap, was still uncommitted and these were used to stiffen 
Ihe center while ihe iwo wings of the Troll army gradually lap- 
ped and finally enclosed the forces of Elidor and Arwan When 





ih© two Hanks mat. Imric released his last and greatest reserve. 
the fearsome Worm of Mouse Stow. Striking terror into the 
hearts ol the Elves, the Wo*™ on that day amply earned the 
wealth promised by Imric as an inducement to join the war 
against Albion. So great was its effect that stout warriors drop- 
ped their weapons and ran panic-stricken at the mere rumor of 
its coming. By this lime, however, there was nowhere to run. 
The army of Faerie was surrounded 

Few escaped the carnage of that field and so little a known 
of the final hours of Faerie's host, but the names of the victors 
were long remembered among the Formonans. especially 
Bogan who is said to have hewn Ebdor in single combat and the 
terrible Bunk of Moray who broke the Shietdwall of Gwynedd as 
the westering sun sank below Ravenglass. By the day's end. 
1500 of the greatest army of Faerie had perished and the war 
was but a fort night old. 

T Alton Atom 

hi ox c* HwrnciAss saw momentous events oca, ring else- 
where In both Albion and Erin. Along the eastern marches, 
vtagog and Ainsel were in the process of driving off the 
border guards of Albion and commencing their march on Brugh 
Melton In Erin. Dagda and Fmvarra were both receiving the 
Hed Arrow and making plans to come to the aid of Eiidor even 
as the Trolls of Munster were crossing into Dagda's realm. And. 
at Caer Arklow. Cormac Sweetongue was laying siege to a large 
foroe led by Elidor's brother. Edric, now heir to his deed 
brother's power. On a lonely stretch of road between Albion and 
Curwyllan. the invaders had caught a messenger and Cormac 
had commanded that he be impaled before the walls of Caer 
Arklow so as to daunt the defenders. Suspended from a cord 
about the dead messenger's throat was the Bed Arrow that he 
was to have delivered to Erskin of Curwyllan. The Gnomes 
would not be coming 10 the aid of Albion. 

It was seven days before Dagda and Finvarra wore aWe to 
agree upon and implement a plan of action to succor Albion. 
And that plan was most desperate. Though aware that by strip- 
ping their own kingdoms of men. they were probably condemn- 
ing both Ulster and Leinster to destruction at the hands of the 
Trote of Connaught and Munster. both Kings were of a mind 
that il Albion foil their own kingdoms would soon follow. It was 
decided, accordingly, that the fleet ol Ulster and the fleet of 
Gwynedd (which had been sent by Arwan's brother to assist in 
bringing troops from Erin) would sail fully laden, not to Albion, 
but into the North, there to lay waste the land of Imric in hopes 
of drawing off the strength o' Moray. Leaving behind only a 
portion of their armies, the two kings sailed on 26 Beltane with 
GOO warriors in half a dozen sailing ships. 

Hearing of ihetr sailing. Imric at once turned aside from his 
march and detached several hundred troops under his best 
naval captain. Gairloch the Swimmer, and these sailed to inter- 
cept the Faerie fleet while Imric pondered how much strength 
ho could spare to defend his realm if Gairloch should tail In 
the event. Imric's captain did not fall him. Though severely 
wounded. Gairtoch managed with aid of the wizard. Bargvest. 
to defeat Finvarra at the Battle of the Minches, sinking throe 
ships for the loss of two and causing the Faerie leaders to break 
off their raid and sail to Emlyn Brugh. . 

Unaware of events in the north. Cormac Quickly lilted his \ 
siege of Caer Arklow and marched into Gwynedd which his S 
scouts reported to be only lightly defended. Though Cormac's 



sack of Sefcies' flade on 2 Hoorn was a severe blow, the move 
into Gwynedd allowed Edric and a portion of the garrison ol 
Caer Arklow to escape to Caer Ganmorgan where they were 
informed of the events Surrounding Elidor's death at 
Ravenglass. Mustering what strength he could. Edric 
immediately marched north to attempt to fight a delaying action 
against imric. who he supposed to be marching into the heart 
ol Faerio On 14 Hoom. Edric arrived at Garrvknowe where he 
was jc-ned by Dagda and Finvarra and the remainder of their 
forces and by Midinhi' who had been crowned King of 
Gwynedd upon his brother's death. As they feverishly worked 
to prepare defenses that would allow them to halt Imnc, the 
Fomorian leader remained encamped on the field of Ravenglass. 
recovering from the battle and puzzling over the enemy raid 
which had boon halted by a narrow margin. 

In the fortress of Brugh Melton, CoHeran was besieged by 
Magog. The Army of Cormac, having fled before a compara- 
tively small force under Midmhirs sister. Branwen. were once 
again occupied with the siege of Caer Arklow Across the sea. 
the Trolls of Munster, after putting Comborknowe to the torch, 
had letl Leinster by 23 Beltane and on 13 Hoorn. their purpose 
accomplished by drawing off Lemster's strengin to the south, 
they joined with Connan and the Trolls of Connaught. The next 
day. the combined armies of Munster and Connaught crossed 
into Ulster and began their march on Caer Knockma. Sixteen 
leagues from the Faerie blocking position at Garrvknowo. 
Glastyn and Clan Ochil were at this time engaged in an orgy of 
looting and rapine after having received the Surrender on terms 
of the fortress of Caer Menador and then having violated the 
terms, slaughtering the garrison. In the Weald, a second 

s caught carrying another Red Arrow to Erskin. 

The Coming of tho Gnomes 




•un MKMao by his scouts of the movement of Co<- 
s army. Erskin Deepdelver sent forth messengers of 
i to his subjects and began the laborious process 
ol gathering his own army Other messengers he sent into 
Albion to mlorm the prince at Caer Arklow of Cormac's move- 
ments. Those messengers found that Cormac's hosi had crossed 
mto Albion and were besieging Caer Arklow. Among the tokens 
they brought to their leader as proof was the Red Arrow which 
they had removed from about the neck of its bearer beneath the 
walls of the besieged citadel. The Weepontake at Blackdown 
Delving was completed by 20 Hoorn and the King of tho 
Gnomish Hearths lead marched to the aid of Albion on the 72nd 
The army of Cormac met that of Erskin before Caor Arklow 
on the 15th of Arlith and was completely crushed alter a day 
long battle marked by many deeds ol valor, including the charge 
ol the Bodmin Companies undor their leader, Trumpin Halfhand. 
who perished »n the lighting. Cormac, however, escaped along 
with his right-hand captain. Dando. and Irion personal escorts. 
Retreating to Cormac's capital at Dun Mendip. tho two attempted 
unsuccessfully to raise a new fighting force, but were quickly 
forced to lie© again as Erskin's army sacked both Dun Mendip 




and Yeowen's Martet on 24 Arlith. The pursuit continued, 
i hough, and after an unsuccessful stand at Hoddenhill. Dando 
was finally brought to bay at Dun Hammel on 16 Gobrs At (hat 
point. Erskin was forced to break off his pursuit and march to 
ttw aid of Edric at Caer Ganmorgan, but he returned after that 
decisive battle to settle accounts with Cormac. capturing and 
killing him at Maidenhead on 28 Samain 

The coming of the Gnomes presaged even greater events m 
the east of Albion where Magog and Ainset had dropped their 
siege o' Brugh Melton on 5 Arlith upon hearing that Erskin had 
crossed into Albion Marching to join Cormac. the combined 
armies ol the Eastmarch were lollowod and attacked at Denby 
Plinth on 11 Arlith by CoUeran. Though they won at Denbv 
Plinth and forced Colleran's retiremeni back into Brugh Melton, 
news of the debacle at Caer Arklow sent Magog and Ainsei 
fleeing eastward. Stopping long enough to sack Caer Btoi- 
lachan. their army skirted Colleran's forces and marched north 
to join Imric's army before Caer Ganmorgan. Again CoUeran 
attempted to hah their movements, this time aided by a small 
detachment Of Gnomes under Spriggan Howevc*. after an 
indecisive skirmish at Fir Chlis. the army of the Eastmarch made 
their escape to the north. 
«W Th« March to Ca«r Ganmorgan 

J^l hmu fowwro that his roar was secure. Imric resumed his 
MaVmwchon 1 Arhth Though halted before Garryknowe. he 
tfaV managed lo execute a brilliant turning movement which 
forced the abandonment of its outer works and, with the aid of 
Glastyn's army fresh from the sack of Caer Menador. pushed 
Ed'ic southwest toward Gwynedd and away from the main road 
to the caoiial of Albion at Caer Ganmorgan 

With the holding action at Garryknowe, Edric comes into 
his own and the next four fortnights are spent by Imric attempt- 
ing to both bnng the young prince to bay and detach a strong 
enough force to move successfully inio the heart ol Albion. By 
17 Gobis. we find Imric commanding the presence before Caer 
Ganmorgan of all forces which can make the march (including 
Magog and Amsel's combined army fresh from the sack of Caer 
Brollachanl. His own army, having torched Emryn Brugh Iwhere 
Gairloch destroyed the remnants of the Faerie fleet), now 
marched southeast out ol Gwynedd. driving Fdric before it. 

By 9 Kiihm, Imric had closed up Ednc inside Caer Ganmor- 
gan and. aided by Magog, was in the process of preparing his 
assault against the fortress But Erekin's army was, by dint of 
heavy marching, approaching from the south and a new factor 
had entered the affairs ol the Troll leader For Auberon. himself. 
was returned! Having met Gairloch and deleatod him at the Bat- 
tle of the Jotun Sea at the end of Gobis. the King landed below 
F« Dot ng on 5 Kithin and soon joined forces with the three 
Ancients - Dunatis, Misha and Gerftax - all of whom had by 
that time abandoned their traditional role of advisers and deter- 
mined to actively join m the final defense of Faerie. Thus, two 
powerful forces were turning their steps toward the ok) of Edric, 
and which was in fact greater none can say. 

Edric sallied from Gaer Ganmorgan on the morn of 12 
Kithin, surprising Imric's pickets and nearly succeeding in attain- 
ing his ob|ective of breaking free to join the army of Gnomes 
which he knew to be near. But nearness is not success and 
Imric was able to defeat the sally alter two hours hard fighting 
Edric was about to order a general retirement to within the walls 



of the fortress when the long-awaited sound ol pipes broke 
through the din of battle, announcing the presence of Erskin on 
the held. Singing the traditional battle song of theu kind. "Nae. 
Di Ma Mes Wi Curwyllan. - they hurled themselves onto Imric's 
nght flank, beating with hammer and a*o until a quarter of the 
army seemed to be in flight from then fury Seeing that his time 
had come, Ednc ordered a renewed assault by his own forces 
against the center which also proceeded to crack. 

Trolls, though they be savage, were never craven, and 
Imric still had ho reserve intact Included in the reserve was his 
Veieran Guard under Bunk Ellbanc. a captain worth an army in 
himself. This force Imric committed on his right, and so fear- 
some was the result that the "Charge of the Veteran Guard" is 
remembered still in a Gnomish ballad of Cornwall. Erskin barely 
saved the day by killing Bunk, but not before Burik had slain 
Erekin's great captain, Spriggan the Warder. With the death of 
Rurik, the impetus of the Fomorian charge was lost and agarn 
Curwyllan advanced. 

STha Grant Worm 
mi. •"•!■: ii'aiwd a »t»t«v[ m the form of iheworm of 
Mouse Stour which had done great execution at Raven- 
glass and Garryknowe Loosed upon the field, the Worm 
spawned fear in the Gnomes and they drew back until a great 
cry on the left of the Fomorian battle line drew the Worm's 
attention elswhere. They were a bare hundred who caused the 
uproar on the left, but there were names amongst that hundred 
that were worth a thousand: Auberon. King of Albion; Ogme 
Ironfist, the Champion of Lemster. Corin the Shaper, greatest of 
his age said some: and the three gray men who marched beside 
the King no less than these others - Misha, Gertiax and 
Dunatis. the keepers ol Ihe knowledge ol the ok) kings who 
men calked the Ancients. They came bringing blue lightning and 
their bodies were pure white flame. The army of Imric scattered 
before them. 

Then it was that the Worm knew fear and hate. Fear of the 
fire that burns hotter than any dragon's flame Hatred of those 
who wield that fire It had been three thousand years since the 
Worm had last been scorched by thai terrible heat But he knew 
it of old and hated it still. Advancing, he struck. 

The records of the battle speak only of rolling smoke and ol 
dragonflame mixed with the white fire of the three Ancients. 
Even those who stood close to the scene have been able to add 
lutle to our knowledge of what happened when the four who 
remembered Ihe Old Kingdom of three thousand years bclom 
met at last upon the field of Caer Ganmorgan. At the end. but 
one remained. The worm was smoking meat and beneath thai 
noxious carcass lay the twisted, broken form of Gerftax Haefay. 
Nearby, rent by his own staff, crouched Misha the Wise, last of 
the lore masters of ancient Forador. ho life bubbling past his 
lips to further stam the ruined sod. Only Dunatis still stood and 
he was sorely hurt. 

With the death of the.Worm. the warriors ol Faerie and 
Curwyllan took heart again and drove upon the army of imric. 
grinding it between two powerful stones. Many were the fell 




deeds yet 10 be done thai day. Many were the great ones who 
would perish. Dorwcn Troiisiayer who had escaped Hie coinage 
at Ravengiass would rest among iho dead Ogme ironfrsi would 
lie a few feet from him Great Coiin the Shapcr. kindred of the 
three ancients would also die beside the king he served in life, 
and on his death would be released the terrible Cait Sit", (he 
Demoncat that would rage and raven across trie held, bringing 
horror unto the dans of the North. Saddest loss of all, greal 
Auberon would I* among he Houseceds. slain bv Imric's guard 
and cruelly hacked. 

In the end, the bloody sunset would illuminate the end of 
Fomoria in Albion For Ihe tosses were noi all ol one side Glas- 
tyn Bearkiller. slayer of Ogme, died ai Dorwen's hand Mad Ain 
sel and his fool, Dobie the Server, would lie close chopped by 
Elvish swords Macfver and every one of his Blue Men would 
also die upon (he field. And Barguest, victor ai Ihe Minches. 
would be pierced by an Elvish arrow as he attempted to conjure 
an escape where none was possible. Finally, the greal leader 
himself, cruel Imric. would die beneath a hail of such arrows 
along wiih his household guards. 

in the end, tew would escape ihe held at Caer Ganmorgan 
Led by Bogan Redcap, OchJ would make good us escape and 
even carry off the body ol Glastyn . Magog would escape ihe 
hum and hide in ihe marshes of Fir Chirs until captured the next 
year: he would d*e in Sol vis of 2681. starved to death white on 
display in an iron cage atop Ihe baitlemenis of Caer Ganmor- 
gan Of those who crossed the Dyke into Albion, one in twenty 
would return to the North. Those who did died within a month 
ai the Battle of Suh Cumrock (17 Molwis, 2680) where the host 
of Faerie took its vengence for the invasion of their land. So 
ended the war in Albion. 

Ending of the. War In Erin 

net c-go* .no rwwutiM SAnfp both Lemster and Ulsier were 
condemned to the agonies of invasion and conquest. In 
northwestern Ulster, Morigu conducted a savage guer- 
rilla campaign against the combined army of Connaughl and 
Munster, but could do nothing io aid her lover Cluracan when 
the Trolls besieged him at Caer Knockma. When Connan took 
ihe fonress on 13 Artith, the warchief of Connaughl flayed Ihe 
skin from the captured Cluracan. it is said, and had the hide 
tanned and made into a warshin which ho wore tor the rest of 
the campaign. Having ravaged eastern Ulster, the army moved 
into Leinster where it besieged Angus Mac Og at Brugh Na 
Boine until 22 Gobis. At that time, Dagda. who had returned to 
Brugh Tara after being wounded ai Garryknowe. finally arrived 
with ihe entire garnson of Brugh Tara to raise ihe siege. 
Supported by the survivors ol Iho invasion of Ulster, Dagda and 
Mac Og were able io win the First Battle of Ihe Boine agatnsi 
superior numbers and end the threat to Erin, though hardly a 
warrior was unwounded in ihe battle Dagda, himself . was kiHed 
at the Bome and was succeeded by his loyal kinsman Mac Og 
Tne Bome did not, however, end the war in Erin Torn by 
grief, Morigu pursued her enemies into iheir homeland and sue 
ceeded in burning all of the great orochs in both Connaught 
and Munster during the nexi three months 



T Aftermath 

hi wtNTtn fouowing the Third Fomorian War saw Finvarra 
ead an expedition into Ihe northtands where they 
destroyed all ol Ihe clan hearths of Fomona and torever 
broke the power of ihe Trolls in Alb*on. Edric was crowned King 
in Caer Ganmorgan on 1 Beltane 2681 and ruled in Alton t« 
almost 150 years. 

Sadly, the Third Fomorian War so exhausted the vitality ol 
Faere thai Ihe Elves were no longer able io withstand ihe new 
waves of Mundane invaders from ihe continent and so their 
kingdoms continued 10 dimmish. As more cold iron was 
brought imo Albion, ihe enchantments which supported life 
gradually disappeared and much delighi was forever lost. Tiring 
o' the ever more mortal lands, the great personages of ihe war 
individually look (hew leave and made the pilgrimage io Tit Nan 
Og, the promised land in ihe Wesi where sleep, H a sa*d, is like 
waking for eternity 

Angus Mac Og and Brign were married in 2683 and Jointly 
ruled Leinster until they departed for the West in 27*1. Finvarra 
also departed m 2828 and with him weni Morigu to seek ihe 
heeling of her griet which would noi come m Erin. Edric mode 
the passage to Tir Nan Og in 2841 and lelt his wife Branwen 
<1he same who drove Cormac from Gwvnedd in the Great War) 
to rule Albion When Miomhir, Branwen's brolher. also toe* his 
leave in 2863, Branwen ruled all of Albion and Gwvnedd as a 
single lalbeil shrunken) kingdom. Dunans never recovered from 
his wounds and finally accompanied Midinhir imo ihe West in 
search of the healing which his failing ans could not piovide 

Finally, in 2868. Branwen and her household departed 
Albion for Tn Nan Og With ihem weni the last of the High 
Elves. Those who remained were condemned, as the enchant- 
ment slowly left the land, lo diminish in size and power unW 
they eniirely faded and became wrailhs. By the ye8r '50 BC. no 
High Elf remained in the fair isles. Since then, the Gnomes have 
dwindled and the Mundanes have conquered totally those 
places where Faerie once stood. DO 




Chronology of 
the Third Fomorfan War 

Sotvis: 

15 The Weeponiake a' Moray. 
27 Ainsel arrives at Kirkconnet 
Beltana: 
3 The Weapontakes of Connaught 

and Munster. 
7 The warning fires ire lit atop Ravenglass. 
I Messages reach Elide* of war preparing 

h Ihe Nonh. 
9 Elidor sends fonh the Red Arrows. 
18 Elidor marches on the border from 
Caer Gonmorgan. 

12 The Red Arrow reaches Arwan. 

13 Arwan marches 10 meei Elidor. 
Messengers are dispatched. 

14 Imric enters Dermoi's Dyke. 

II Imric eiits the Dyke and matches 

south. Arwan and Elidor join forces neer 
Orme's Gale. 

II Battle of Ravenglass ends in massacre of 
Elvish host and the deaths of Elidor and 
Arwan Elsewhere, Magog the Cruel and 
Mad Alnsel cross into Albion. Dagda and 
Finvarra receive the Rod Arrow in their 
halls. Edric besieged at Caer Arklow. 

20 Glastvn Bear HI let and Brian Maclver 
cross mlo Albion from Dermot's Dyke at 
the heed of Ochil and the Blue Men. 

21 Comberknowe sacked by Balor One-Eye 
of Munattt 

22 Munsier marches north to torn Connaoght 

23 Bmgh Mellon besieged by Magog 
and Ainsei. 

24 Gtastyn and Maclver sack Caer Menador 
and put the garrison to the sword. 



28 DagrU and Flnvarra sail horn Erin to bring 

fire unto Moray. 
27 Cormac raises the siege of Caer Arklow 
and marches into Gwynedd. 

29 Edrlc escapes to Caer Qanmorgan with 
port of tho Caer Arklow garrison. 

Hoorri- 

1 Edtlo learns of EJidor's death. 

2 GaiHoch wins Ihe Battle of the Mmches 
with Borguosf said Dagda and Finvarra 
sail south In Gwynedd. Cormec burns 
Selkies" Rade. then flees at word of 
Bran won s coming. 

13 Connaught and Munster join and march 
Into Ulster. 

14 Edric. Midinhir, Dagda and Finvarra all 
reach Garryknowe Erskin receives Ihe 
Red Arrow taken by hi scouts. 

20 Weaponiake of the Gnomes. 
22 Erskin marches from Bleckdown Delving. 
Connaught and Munster besiege Dura can 
in Caer Knockma. 
ArlHh: 
1 Imric resumes ho march 
5 Magog abandons the siege of Br ugh 
Melton and marches east. 

11 Battle of Denby Plinth. Collernn is 
wounded and forced to retire. 

12 Edhc and Imric meet in battle at Garry- 
knowe. Callach is killed, but trie Elves 
era forced to retreaL 

13 Coer Knockme falls to Connan The war- 
chief makDs a warshrrt of Cluracen's skin. 

15 Erskin defeats Cormac at the Battle of 
Caer Arklow. 

16 Magog sacks Caer B'oHachan during his 
march east. 

24 Erskin sacks Dun Mendip and 
Veowen's Market. 



29 Connan and Balor cross into Leinste*. 

Brugh Na Bolna besieged. 
Oobia 

1 Gairtoch destroys the remainder of the 
Faeno flam at Emlyn Brugh. 

2 Edrlc abandons Emlyn Bntgh and con- 
tinues to retreat into Gwynedd. 
Imric follows. 

3 Dando defeated at HodenhllL 

16 Dondo killed at Battle of Dun Hammef. 
Erskin begins "tho long morch" whicn 
takes him to Caer Ganmorgan. 

17 imric abandons pursuit of Edrlc and 
marches on Caer Ganmorgan. Magog 
turns noth 

18 Dagda marches from Brugh Tera 

20 Magog caught at Fir Chits. Escapes north. 

22 Dagda arrives before Brugh Na Boina. 
First Battle of tho Borne results in deaths 
of Connan and Balor Dagda also dies. 

23 Edric harries Imric's march, but 
avoids battle. 

28 Auberon defeats Gairtoch at Battle of the 
Jotun Sea. Tho Fomorian Heel is de- 
stroyed and Gairtoch dies lashed to the 
tiller of his flagship. 

Ktihln: 
6 The King lands below Fir Darrig. 
9 Ednc besieged at Caer Ganmorgan, 

12 Battle of Coer Ganmorgan Imnc is hiiiorl 
and the Fomorian's are routed. 

26 Began Redcap and (he survivors of the 
Army of the Nonh cross the border into 
Strath cry de Finvorre lead? the Faerie 
pursuit. 

Mo/wra. 

17 Bogen Redcap and the survivors of Caer 
Ganmorgan are destroyed at the Battle 
of SIth Cum rock End of the Third 
Fomorian War. QQ 



Notes on Sources 

Albion: Land of Faerie is. of course, 
a work of fiction. As such, it is somewhat 
derivative of the body of Conic myth, but 
it is absolutely not. no' was it intended to 
be, a direct translation of the Celtic into 
game form. Consequently, those familiar 
with the folktales of England and Ireland 
will recognize many names (and some 
characters), but not the context in which 
they are found. A few examoles will have 
to suffice to show how the stories and leg 
ends of the blessed lands found their way 
into the game. 

Midinhir the Protector was onginally 
based on Mrdhir, the fairy lover of the hu- 
man. Etatn. Unhappily, the game was not 
concerned with (nor would space have 
permitted dwelling upon) the tragically 
beautiful story of the triangle which in- 
cluded Em r. Midhtr and Eochaid lEtaln's 
human husband). 

Auberon is. of course, based upon 
the Oberon of French Romance. Ogme 
was. In reality, the son of Dagda, who in 
Irish myth is the High King ol the Tuatha 
De Darwin. Finvarra in Albion: Land of 
Faerie H very close to the Finvarta who is 
the traditional Fairy King of Ulster. Edric is 



taken directly from the enchanted prince 
who rides to the hunt perpetually In 
Welsh border myth. 

The unfortunate Morigu of Albion is 
certainly the war goddess of Irish myth. 
but with some humanity attached. Simi- 
lar liberties and adjustments land a few 
outright thefts of namesi have been taken 
throughout, not only in regard to person- 
ages, but to places, events and objects. 

A listing of the sources consulted in 
tho creation of Albion would be bath over 
long and unnecessary, However, some of 
the more interesting works from which 
material was gathered {and, subsequent- 
ly, modified) include: Kfltherine Briggs' 
marvelous The Personnel of Fairyland, 
Lady Gregory's Cods and Fighting Men, 
Lady Wilde's Ancient Legends, Mystic 
Charms and Superstitions of Ireland, 
Henry Belt's English Myths and Traditions 
and Donald Mackenzie's Scottish Folk 
Lore and Folk Life. All are highly recom- 
mended. In addition, much inspiration 
(and lirne information) was gleaned from 
the inimitable Geoffrey ol Monmouth's 
Histories of the Kings of Britain and the 
writings of Malory, Giraldus and De 
Troyes. Finally, the concept of the waning 



S'idh as the basis of the game owes much 
to the works of W.B . Yeats, espgcialry his 
rare and wonderful The Cettic Twilight. 

One of the nice things about design- 
ing a "world" of sorts is that one can do 
incredible things with geography and Al- 
bion is no exception Though coastlines 
have been altered where desired and Q 
few mountains have been built up or 
smashed by means of a loose terrain anal- 
ysis, the basic outlines of England ond 
Ireland remain haunting ly familiar. Within 
this outline, the use of some British Tour- 
ist Board maps of ancient Britain and judi- 
cious extrapolation hava allowed the de- 
signer to create a Britain and an Erin that 
might have boon. Most of the sights im- 
portant to myth and history are properly 
placed and, in most instances, the brughs 
of Faerie occupy the sites of later Roman 
cities. Dermot's Dyke will be readily pin- 
pointed as tho site of a simitar wall built by 
Ihe Romans and Caer Aiklow does, in 
tact, occupy the traditional invasion route 
into Wales from the Summer Country and 
SaxonShore. But theforests and swamps 
of Faerio belong to another reality, less 
rigorous than ourown. ■■ 



FICTION 



Chichevache 




by Ian McDowell 



"Broken a perfectly good tankard. Your 
Highness." 

"Don't mock me, boy. How is 
Lancelot'" This lasi was directed at my hell 
brother. "Stunned, but Irving." said Gawain 
Irom the floor where he was examining the 
fatten Frenchman Bad luck there; I'd be 
safer iU'd killed him 

"Mordred, you've broken the laws of 
hospitality,'* snapped the King. "Do you tor- 
get where you are?" 

"I am sorry. My Liege, but the lout in- 
sulted my heritage " 

"Then you should have demanded satis- 
faction of him ." 

I shrugged. "■ took my satisfaction 
m what seemed to be the most expedient 



o« fwl o* heigh prudence. 

Let noon humibM vout longuei neyte: 
Ne la! no cfcrt have cause or diligence 

lo write of you a story ol tuch metvayle 
At ot Gnseidea. pecient and kynde, 

Lett Chichevache you awohva m hir entraila. 
Chaucer, ffn-or to rfta C*r»S Tale 

"Tell us. Sir Mordred, how are things in 
Orkney? Do they still burn men in wicker 
merer 

Lancelot was spoiling for a fight. Like 
many of the outwardly virtuous, he became a 
particularly nasty drunk once wine had loos- 
ened the restraints placed by his sober self 
on Half his nature. And he was beginning to 
foster from too many long weeks at Caerleon 
mooning alter the Queen. He'd never liked 
me and so I was a natural target once he 
deeded to let off some steam He'd probably 
be Quite contrne about n in the morning and 
would spend long hours warming the chapel 
flagstones with his knees 

I sipped my ale and tried to ignore him, 
but he was never one to be content to leave 
wall enough alone. "I was speaking to you. 



mderstand a 



■,i,.<-,- 



Sir Pict. Can you 
tongue?" 

My small size and dark complexion have 
always made "Pict" a natural insult, but that 
didn't mean that I'd gotten used to it. For 
once in my life, I actually felt mad enough to 
fight That should tell you how drunk I was 
Normally, I have more sense than to antag- 
onize the deadliest man in Britain 

"Yes," I replied, "and I also understand 
your croaking when t hear it. Sir Frog." 

I was lucky. In Caerleon, it was consid 
ered gauche to wear steel at the table As 
Lancelot rose from his chair, his right hand 
groped for the hilt of his sword and he seem- 
ed befuddled not to find it at his side, so I 
took the initiative by kicking him soundly in 
the grom. As he doubled over. I put my knee 
m his face and broke my tankard on the back 
of his head. These chivalrous twits am really 
Quite lost without the" swords and lances, 
for they have no concept of common brawling 

Arthur Stormed Up out of his chair. 
"Hotdl" he shouted "Mordred, what have 
you done?" 



Arthur shook his heed and made a great 
show of dramatizing his sorery tried pa- 
tience "Mordred. wo are not in pagan Ork- 
ney Here we settle our affairs with Christian 
honour." 

"You mean Christian steel m the guts, 
father." 

The last word was a mistake. The king 
rose, his Craggy lace as rod as his hair. "You 
misname me, nephew," he said in a danger- 
ous whisper "Perhaps your ale-clouded eyes 
are seeing King Lot's visage hi place of my 

Even in private it was risky to broach the 
subject of my paternity and to do so in front 
of the entire court could be worth my life. 
T ime to toady. 

"Indeed. My Lege." I said as I dropped 
to my knees, "this Cornish ale s far stronger 
than what I'm used to in Orkney, and my wits 
are so befuddled that for a moment I thought 
myseil back on that cokj island. I can only 
beg forgiveness for having so dishonoured 
your royal table " 

The rage died on his face "Strong drink 
makes beasts of the best of men. If you dis- 
honourably struck down my best knight, per- 
haps you had some cause lor your anger. 
When Lancelot regains consciousness, it will 
do h«n good to realize that he o no nearer 
the angels than any other man. ~ 

So that was it. He was not unhappy 10 
see the vainglorious prick taken down a peg . 
Perhaps he suspected what lay between Lan- 
celot and the Queen. My lather was a darker, 
deeper man than the simple soldier he pre- 
tended to be. 

"Know this, Mordred," he continued m 
the tone he reserved for sonorous declama- 
tion, "it is my wish that you be exiled from 
this court until such time as you have erased 
this stain on your honour." 

"And how may I do that. My Lord?" I 
asked with as much shamed hum my as I 
could manage without puking. 

"By performing some notable deed of 
valour. The world is still a wicked place, for 



all of my efforts. YouH find no deaf th of op- 
ponunky, " 

So thai was it. A quest. A tedious, diffi- 
cuii and no doubt dangerous quest. And an 
unspecified and father open-ended one ai 
that. 

But I had no real choice. If I remained in 
Caerieon. Lancelot's honour would undoubt- 
edly demand that I meet him on the tilting 
yard. He'd stain enough men that way with 
nothing more in mind than sport and good, 
clean fun. I had no illusions about what he'd 
do to me unless I gave him time to coot 
down Damn it, I'd been enjoying the easy 
court life I mentally swore never to get 
drunk at Arthur's table again. 

Mv iMtir souim (the last one having 
run away after I broke three of his 
nbs in a fit of temper), a greasy lout 
whose name I'd never bothered to learn, led 
the horses across the dung-strewn courtyard 
to the stable Cursmg the dinging mud, l 
trudged towards the door of the inn. 

At least there was a roaring fire. I sat 
down on the hearth, removed my ram-soaked 
cloak, and spread it out to dry on the warm 
stones When my squtre returned from sta- 
bling the horses, I gave him my hauberk and 
helmet to dean and polish carefully with a 
small jar of mutton fat from my saddle roll. 
"Any rust and 111 kick your arse up to you* 
shoulder blades," I growled Me scurried 
back out to the stable, where he'd spend the 
night guarding the horses and baggage. 

Letting my backside absorb the heat 
from the crackling embers. I huggod my 
knees to my chest and surveyed the interior 
of the urn. 

Nothing much, just a rushes-strewn 
flagstone floor, two long tables, a rough- 
hewn bar, and a ladder leading up through a 
trapdoor in the oe*ng to the innkeeper's 
quarters The innkeeper himself, a short, 
square man with thinning red hair, dipped a 
tankard into one of the ale tuns and handed it 
across the bar to a gawky youth with s surfeit 
of pimples, who was leaning on a broom and 
stahng at me with wide-set. glassy eyes that 
made me think of an incredulous codfish 

"Don't Just stand there. Toby Take the 
gentleman his ale." 

The boy took the tankard end advanced 
timidly. "Are you a kmght?" he asked ner- 
vously. 

"Aye, I'm a knight. And you're a twit 
Now give me that ale before you spil • t . " 

"You'll have to forgive him. Sir," said 
the innkeeper. "He's never seen your sort bo- 
fore. We don't get much quality trade here " 

"I should think not. <fall your lackeys are 
halfwits." (i get morose after a long day's 
ride. I 

The boy handed mo the tankard and 
darted back to his master's side. "Oh.he'sno 
halfwit. Sir He's a good lad end a hard 
worker. II never regret taking him in like I d-d 
after I found him sleeping in the ditch outside 
one morning." 

I sipped my ale. It wasn't bad. Not wa- 
tered at all. "He's a runaway seri, then." 

"No. Sir. not at a" He used to belong to 
Mother Gloam. a witch Irving a few leagues 
down the road. He was her toad eater. Can't 
say I blame him for runnning away " 



Nor could I One of the numerous idio- 
cies subscribed to by the common rabble is 
the belief that toads are virulently poisonous 
lany soldier campaigning in gameless coun- 
try without suffident supplies soon knows 
better Nauseating, yes; deadly, no). There- 
fore, on Fair days the local witch will come to 
town with her toad eater: a lackey who in fuH 
view of the gaping crowd eats a live toad and 
immediately goes into rather hammy death 
throes. The witch then gives the boy some 
quack potion and he recovers and demon- 
strates his renewed health by turning a few 
cartwheels The crowd is appropriately awed 
and starts lining up to purchase small jars of 
the miraculous philtre. Even witches with 
genuine power often fatten their purse that 
way. It's such an old trick that you'd think the 
yokels would've caught on years ago. but 
they never do 

Eventually, the former toad eater was 
able to recover sufficiently from his awed 
paralysis to resume sweeping the floor. I sip 
ped my ale and brooded Two long months 
on the roads without a single opportunity for 
a "notable deed of valour" rearing its ugly 
head. And the rain had been an incessant 
nuisance for over a week now. I enjoy getting 
wet about as much as a cat does (I'd only 
used the old Roman baths at Caerieon in 
order not to be thought the uncouth Scoil 
and I despise ram with a passion. It's the 
ultimate expression of God's contempt; the 
creator pissing on his own handiwork . 

Suddenly, the door was thrown open 
and a tail, stoop-shouldered man in late mid- 
dle ageswode in, followed by hvoburly men- 
at-arms. The fine cut of his tunic indicated 
that he was a noble of some sort and I won- 
dered what he was doing In a dump like this. 

The innkeeper obviously wondered the 
same thing. "Why, Sir Anwar," he sputter- 
ed, I'm honoured by your. . ." 

S« Anwar cut him olf with a waveol his 
hand and strode towards me i didn't siand 
- I'd be damned if I was going to bother 
with social niceties out here in the boon- 
docks. But I nodded to acknowledge his 
bow. 

"Your man in the stable tolls mo you're 
from Caerieon." 

"Aye. for what it's worth. I'm Si' Mor- 
dred of Orkney." 

"It's worth quite a lot to me. if you're 
one of Arthur's knights. Your presence here 
saves me a long ride. " 

Well, perhaps my quest had found me 
"Is there something I can do lor you. S« An- 
war?" 

"Indeed, there is It's my wife. Chiche- 
vachehasher." 

So that was it. "Count yourself lucky. 
Sir Anwar" 

"t ut*y? What do you mean ?" 

"WeU. for one thing, you now know 
you've never been a cuckold. For another, 
you're now free to merry a younger woman ." 

Some people novo no sense of humor. 
He glared at me and snapped "My wife « a 
younger woman, damn your eyes' And I'd 
gtadty be a cuckold a dozen times over if I 
could have her back." 

I'd heard the stories of Chichevache, of 
course. The creature was said to prowl the 
land in search of faithful wives, for they were 
its onry food. Naturally, the monster was per- 



petually starving Evidently there was m 
to the legend than just rumors spread by n 
dy young rakes with a laste for other me 



I'i 



"I beg your pardon," I said, "but I hardh/ 
see what I can do. If the monster has her 
then she'sapt to be gnawed bones by now." 

He shook his head. "No, the creature 
took her last night. It stormed into my hall 
and snatched up Wytamette before a single 
sword had cleared its scabbard And it 
sad..." 

"Sftirfr"" I interrupted. "It's intelligent'" 

"Of course, everyone knows that As I 
was saying, it seized her and it said that if I 
wanted to see her returned safety to my hall, 
then I must pay a ransom " 

"What good is money to a monster?" 

"It didn't ask lor money. No, ■) wants its 
ransom to come from among the good wives 
of my manor. Six fat or twelve lean." 

So. the creature was not only in- 
telligent, it was downright enterprising. "Is 
your fief a large one?" I asked 

"Yes. butwhatdoosihat . " 

"Then Surety you must have six or 
rwelve 'good wives' among your serls and 
vtfeins ~ 

He seemed genuinely shocked. "That's 
monstrous." 

I shrugged. "It's practical. They're just 
peasants" 

"They're my peasants." he sputtered. "I 
can see that I've como to the wrong man. 
Good day. Sir Mordred " Shaking his head 
and muttering, he stalked out of the inn with 
his men-at-arms at his heels. 

Well, screw him. she was his wife and 
her rescue was his responsibility That was 
the trouble with Arthur's Bound Table. Peo- 
ple no longer felt responsible for their own 
affairs. They expected the man on the white 
horse to solve ail of their problems. 



Or couxsE. * i went m mscuc the lady It 
would certainly be a "notable doed 
of valour" I considered the matter. 
Monster slaying was anything but the easy 
task the jongleurs make it seem. I'd learned 
that much by way of several encounters with 
the huge worms that infest the Scottish 
lochs. And the giant humanoidsare lar more 
dangerous than any dragon or lake serpent, 
for they have intelligence as well as size and 
strength. 

By all accounts. Chichevache was some 
sort of ogre Despite its name, it was not in 
any sense a "lean cow " That was typical of 
the bastardized French used by the more pre- 
tentious minstrels. In their ignorance they 
had substituted vaefle for the /ache in ChV 
chofache and a name that had originally 
meant "Pinch Face" now suggested some 
kind of bovine monstrosity 

I had no desire to light such a creature. 
But who said I had to? Rescuing the Lady 
Wylamette would in itself be a brave enough 
deed to get me back into Arthur's good 
graces tsuch as they were) 

I rose, stretched, and took a seat at the 
nearest lable. Toby refilled my tankard and 
brought me some bread and cheese while 
the innkeeper set a large kettle on tne fire. 
After it had boiled for a wh4e. he dipped out 



a bowl ol maigre soup, such as is served on 
Abstinence days, and set ti before me 

"Whai's Ihis?" I growled 

"Soup. Sir." 

"Bugger that. I want meat." 

Me coughed apologetically. "We have 
none. Sir " 

I cursed him soundly and ordered him to 
ftavs a bow) taken out to my squire in the 
stable. 

There must be some way tor me to be 
able to rescue Sw Anwar's wile without hav- 
ing to confront her abductor. But how? 
When Toby returned from the stable I was 
suddenly struck by an idea. "Come here, 
boy." 

He approached timidly, "fcasy. lad." I 
said. "I won't hurt you Now, your master 
tells me that you were once a toad eater, is 
this true'" 

"Ayo. Sir " 

"And your mistress was one Mother 
Gloam. a local witch of some sort?" 

He nodded, blanching ai the name 

"Wasshearealwitch. Toby?" 

"Aye. she was reel enough." 

"And she could do real magic? Not just 
fake mumbo jumbo?" 

He nodded again I'd hoped for as 
much. Standing up. I took him by the arm 
"Toby. I want you to take me to her 
dwelling." 

He visibly trembled. "Please S*. don't 
make me do that 1 1 can't go back there, she'll 
kill me if Idol" 

I shook my head "No. boy. I'll protect 
you And I'll bring you safety back hero when 
I'm done." 

He looked dubious, but he didn't resist 
as l donned my cloak and led him toward 
the door. The innkeeper started to protest, 
but a handful of coins tossed on the bar shut 
him up I hustled Toby out into the court- 
yard. 

The sun had set some time before and 
the full harvest moon was oui. t led Toby to 
the stable door, where I whistled for my 
squire. "Horse and armor." I ordered when 
ha emerged I donned my mail, mounted, 
and with my squire's help got Toby up and 
riding pillion. He'd obviously never been on a 
horse before and my squire chuckled at his 
terror 

"No. you stay here.** I told h§m when he 
asked il ho should saddle up. too. I guided 
my mount out of the courtyard and onto the 
moonlit road. 

I M came to Ihe witch's cottage H was 
■e^' no hovel, but a well built stone struc- 
ture with a thatched roof I dismounted, 
tethered the horse, and set Toby down be- 
side me. He seemed unwilling to approach 
the dwelling and I had 10 take him by the arm 
and practically drag him to ihe doc. 

It opened in answer to my knocking By 
the light of the candle in her hand I beheld 
Mother Gk>am Instead ol the hag I e»peci- 
ed. I saw a big. rawboncd woman in vigor- 
ous middle age with a strong and not unplea- 
sant face, long red hair, and ine shoulders ol 
a blacksmith She was surprisingly well 
i line woolen shift and an even 
■ bKiedoak 



"You're Mother Gloam. I take it." I said. 

"Aye " Her gaze fell upon the boy at my 
side. "Ah. I see you've brought back my dar- 
ling Tobias." Her smile had little warmth 
"Dear boy. you should never Have run off the 
way you did. It almost broke my poor old 
heart" 

Toby sanpry stood there, paralyzed with 
fear l shoved him ahead ol me and stepped 
over the threshold Mother Gloam shut the 
door and set the candle down on a low table 
That piece of furniture, along with a stool 
and a comfortable looking chair, gave 
evidence of someone's considerable skill at 
carpentry. A pallet bed was the only other 
furnishing Coals glowed in a well made 
hearth that was equipped with a kettle not 
unlike the one at the mn The rooisand herbs 
thai hung in nets from the ceiling beams 
were no different from those to be found in 
any other country woman's kitchen. Nothing 
about the cottage particularly suggested a 

,-. I: -.Vi-virli, 

"I've brought you back your toad eater. 
Mother Gloam." I said. "I trust you're 
grateful " 

"Indeed I am. Good S« Indeed I am, I 
can't tell you how I've worried about Ihe poor 
lad since he disappeared lasi Whitsuntide." 

Toby whimpered and threw himself at 
my feet. "You promised not to give me bee* 
to her r ho wailed 

"I bed," I said as I kicked him away from 
my knees. 

"And youl be wanting something in re- 
turn. Sir Mordred. " 

The fact that she knew my name abol- 
ished any doubts I might have had about her 
powers "Yes." I said "First, what can you 
tell me about Chichevache'" 

She looked thoughtful "Chichevache. 
is it? A dreadful monster, to be sure, h eats 
nothing but the flesh of good and faithful 
wives Itused to go hungry most of the lime. 
But what with Arthur's reforms, the beasties 
had a field day these past few years " She 
began to laugh "Not that our king need fear 
for h« own wife's safely " 

"Does the monster slay us wcums right 
away?" I asked. 

"No. il takes them back to its den and 
keeps them there alive until it's ready to eat 
It likes to have proper cooked meals, you 
know Putsmquitealarder " 

That's what I wanted to know The fact 
that my plan actually had a chance of suc- 
ceeding frightened me a bit. "Can you cast il- 
lusion spoils? " I askod 

"That l can What son ol illusion did you 
have in mmd?" 

I took a deep breath and said. "I want 
you to give me the semblance of a 'good and 
virtuous wile."' 

She grinned "So. you're out to slay the 
monster and you want 10 use yoursell as 
bait. Arthur's knights are as brave as ihrar 
reputations." 

I felt cetain that she was mocking me. 
"Can you make me a potential meal in the 
monster's eyes?" I snapped 

She was srieni for a moment. "It will 
take more than (ust one layer of seeming, 
you know. Chichevache sees deeper lhan 
jusi the outward lorm How else would it 
know its prey? A faithful wife looks no differ- 
ent Irom an unfaithful one ." 



"But can you doit?" 

She nodded "lean " 

I held out my purse with all of its remain- 
ing coins. She took the money and put it on 
the table "Areyou reedy, then?" she asked 

l don't really remember the details of 
what happened altor that She ordered me to 
be down on the lloor and relax A fog seemed 
lo settle over my senses I heard her chanting 
something, but the words were distant and 
indistinguishable. 

More than anything else, I remember 
the look on Toby's face as he cowered in a 
corner iikeawhipped dog I felt a brief spasm 
of guilt over the way I had betrayed him It 
passed. There's little enough freedom in (he 
world as it is and I'd never willingly become a 
stove to my c 



It w*s mm svnmt ol the next day that I set 
off on Ihe road again. As I rode my horse 
under the darkening sky. I was conscious 
of a son of double vision in aH of my senses 
When l looked down at my waist and legs I 
saw both my own mail-clad torso and limbs 
sitting properly in the saddle and the gown- 
concealed legs of a woman hanging together 
over the same side. 

In my heed I felt equally divided l knew 
that I was Mordred of Orkney and yet I had 
the memories and feelings of a person of 
another Sex and Station in life Asstronglyas 
I recalled Ceerteon and Lot's Orkney castle, I 
also remembered the toil of a country farm 
and Ihe strong arms of a beloved husband 
Strangely enough, the man in my pseudo- 
memories had Arthur's face I wondered if 
thai was a grotesque Joke on Gloam's pan 

The wind blew hard across the dark and 
empty moor and I shivered m my non-exis- 
tent shawl One by one. the stars gleamed 
like frozen pwets in the dark curtain of the 
sky and the moon began to mount the tum- 
bled clouds The fire in the west had gone 
out and the road was a pale ribbon in the 

My guts felt full of icicles What if ihe 
creature slew me on the spot when it seized 
me? Thereweroso many uncertainties in my 
plan Was a triumphant rofurn to Ihe pious 
hypocrisy of Arthur's court really worth the 
danger? 

Suddenly, my horse neighed in terror as 
a dark form reared up from a thicket beside 
ihe road Before I knew what was happen- 
ing. I was swept Irom the saddle and dashed 
head foremost onto the ground 

When I awoke I was lying on my back on 
cold, hard clay. At first I thought (hat I was 
inside a natural cave of some son. but then 
my eyes became accustomed to the gloom 
and l could make out the undressed togs that 
shored up the earthen walls and coiling. I felt 
a sharp pang ol claustrophobic terror and sat 
upright 

Before me. the loamy floor of the bur- 
tow sloped downward into the darkness. 
Flames guttered in a shallow pit near my 
feet, sending a plume of smoke upwards 
through a crude vent m the ceifcng. and pro- 
viding the faint illumination by which I was 
able to see. Small, round objects of some 
sou dangled from the timbers around the 
narrow chimney Ihe furmd odour reminded 
me of a smokehouse 



There was a draft ai mv back, a draft 
that runted at the open air I turned around. 
Sure enough, the passage climbed upwards 
and I caught a glimpse ol the night sky. But 
all of my attention was on the creature that 
crouched there watching me, its great head 
scraping the celling a good eight feet above 
the day it squatted on . 

First-time fathers are often shocked by 
the ugliness of a newborn babe, especially a 
premature one. Imagine a face like that red 
and wrinkled and toadishly pouting, a face 
both wizened and infantile. And if you can. 
now imagine that face as big as a barn door 
a facelikea puckered, pink, infant moon. 

The rest of the aeature was Just as bad. 
I thought of the corpses and near-corpses of 
children that I'd seen during the last Scottish 
famine. This being had the same shrunken, 
stunted limbs, the same distended bubble of 
stomach. Imagine a gigantic, starveling, fetal 
child and youl have a fairly accurate picture 
of what Cfwchevache looked like 

But when It spoke it was in a reedy, 
muddy voice thick with aged wisdom 
"Good." it rasped. "St* alive. Can't fatten 
you up. dead." 

"What are you going to do with me?" I 
babbled like a fool 

""Lucky. Times aren't what they were. 
Would have ate you right off Once Not 
now. Fat times now. Good times now." It 
laughed — a thick, slobbering sound like 
bubbles in a swamp. "Not starving now. Lois 
of virtue. Thanks to Arthur. Oh, yes. Fat 
times now" The mouth that had at first 
seemed rather small spread back and up be- 
hind its ears, bisecting the lower part of its 
face and revealing two rows of incredibly 
numerous teeth: razor sharp teeth jarringly 
out of place in so infanWe a face. An my life 
I'll remember that spreading, toothy smile, 
that mouth that looked as if it would stretch 
so wide that us two corners would meet on 
the other side of its owner's head . 

The monster leaned toward me and I 
scrambled back until I almost fell into the fire 
pit It extended an arm and I saw thai while 
its limbs were chilrfcshly small, its hands were 
long- fingered and almost as big as its head 1 1 
prodded my chest with a narf the sue of a 
melon, then it reached up toward the roof ol 
the tunnel. 

For the first time I realized what hung 
there: the smoked, severed heads of over a 
dozen women, dangling by their long tresses 
Seizing the nearest head, the monster tore it 
free, leaving the colorless hair and shriveled 
scalp still tied to the beam The exposed top 
of the skull gleamed ye*owiy as Chtcheveche 
bit down on it. I closed my eyes, but I could 
not shut out the dry crunching and then the 
hollow sucking sounds. 

Was that the fate of Sir Anwar's wife? I 
prayed that hers was not one of the hoads 
that hung there from the sooty beams, for if 
it was then an my efforts were for nothing. 

Isoonhaowyjlnswk Chichevache suddenly 
reached down and seized me Lifting me 
easily into the air, it said "Go. get you food 
Put meat on your bones." Then it rose and 
carried me down the tunnel past the fire pit. 

The walls and ceiling narrowed and be- 
came those of a natural cave, tho far end of 
which was blocked by a large stone. On its 



knees now. ihe monster easily rolled that half 
ton or so of rock and thrust me into tho dark 
recess beyond. "Go get you food." it repeat- 
ed as it replaced the boulder, leaving me 
alone in the imprisoning darkness. 

No. not alone. I heard breathing. "Lady 
Wytemeite?" I said softly. 

"Who are you?" came Ihe reply. The 
voice, at least, was soft and anrnctivi; 

I said the three words Igutteral sounds, 
really) that Mother Gtoam had taught me and 
was pleased to feel the female illusion fall 
away from mo like a doffed cloak "Lady 
Wylamette?" I repeated in a now masculine 

"Who's there?" 

"Sir Mordred of Orkney." 

"You'reamer?.'" 

"Well. I've always thought so." 

My groping encountered the hem of a 
silken dress and suddenly she was sobbi ng in 
my arms She felt small, warm, and pleasant- 
ry full-bodied 

"What does Chichevache want with the 
likes of you?" she said. 




"A spell was casi on me that gave me 
tho semblance of a woman. A virtuous, mar 
ned woman It thinks me edible. - 

"What are you going to do now?" 

I thought for a moment A bit of subtle 
misdirection was required here 

"When the monster reiurns and re 
moves the stone. I'll slay it. When it thought 
me a woman, it could not see or feel ihe 
sword and armc I wear I would have battled 
it then, aided by ihe illusion, but I wanted to 
find out where you were being held " 

"Thank God." she said "Oh. thank 
God - She relaxed and lay quieily ai my side 
with her head on my chest. My hauberk 
couldn't have made for a very pleasant 
pillow, but m her state any comfort was a 
help 

"My husband!" She said suddenly 
"What's become of my husband?" 

"Sk* with worry. My Lady. He ottered 
me half his estate if I could but rescue you. 
but I smd that the deed would be its own 
reward." 

Her small hand enclosed mine. "There 
must be something that we can do for 



you.. 



"No," I said. "Not once you're free. But 
now. .." I let the sentence dangle. 
"Yes. Sir Mordred. what is itr 



13 

I paused for sufficient effect. "Nothing. 
My Lady, the thought was unworthy of me ~ 

"It's all right. Sir Mordred. tell me what 
it is you want " 

"Well." I said, trying to sound halting 
and innoceni. "I've not Deen a knight very 
long. I have noi been a man very Wnq. When 
the monster returns, it may slay me." 

"No. don't say thatl" She sounded 
frightened again 

"One must face the possibrtity. My Lady. 
I do noi 'ear death. Yet. I could 'ace it more 
easily, .arid perhaps fight more courageous- 
ly... if..." 

"If what. Sh Mordred?" 

"If I knew that I wasa man!" i blurted. 

"But you area man." she replied 

"I'm ol age But I've... I've never..." 

"Oh." She was holding my hand tightly 

"Forgive me. My Lady. As I said, the 
thought was unworthy." 

And then her mouth met mine and I ac- 
tually forgot all about Chichevache. 'orgoi 
about where we were, forgot about every- 
thing but the task of getting out of my hau- 
berk, gambeson. and breeches in that 
cramped darkness 



TM sTtmt noon of ihe tunnel made a COkJ 
bed. but our hot, sweaty work warmed 
it up a bit. We were almost too long at 
it. fc I'd barely buckled my mail back on 
when the stone plug was rolled away from 
the recess and l saw Chichevache standing 
silhouetted against the dim light. The 
creature held an enure roasted pig in one of 
its huge hands. 

When it saw me, us face looked siackly 
contused I drew my sword and u retreated 
in obvious amazement Noi wanting to give 
it Ihe chance to trap me by moving the boul- 
der beck into place. I Mowed if out into the 
middle of us den. 

Now anger replaced surprise on its fea- 
tures. "You man." it started. "Youmenr 

"Yes." I said. "I'm a man. and you can't 
cat men. can you?" 

"No. No good. Poison Make puke." 

I pointed back at Wylamette. "Look at 
her." I said. "Smell her. do whatever it is you 
do to recognize your food. She's no good lo 
you now." 

The monster looked over my shoulder 
Its face seemed even more pouting than 
before "Puinedl" it squalled. "You ruined!" 
It started to advance, its great hands raised 
menacingly. 

I brandished my sword "Don't try it." I 
snapped, trying not to sound as terrified as I 
felt. "All wo warn to do is leave. I don't want 
a lighi. Now. gel outol the way." 

The monster seemed lo consider the si- 
tuation. "Damn it." I practically 
screamed, "killing us will do you no good! 
You cen't eat us. Not now Maybe you can 
kill me. but if you try 111 hurt you first. Oo you 
warn ihai?" 

"No. Nowanthuri " 

"Then get out of the way'" 

Slowly and sulkily, u moved aside I took 

Wylamette by the hand and led her past, to 

the other side of the tire pit Never taking my 

eyes oil the monster, I pushed her ahead of 

jnaeftaifMjajta* 



14 



HISTORICAL BACKGROUND 



The Power Points of Albion 



by Diana L. Paxson 

Stonehenge Glastonbury .lona... 

In the mythology ol Britain certain 
names wake echoes of something beautiful 
yet strange, of peoples and cultures so an- 
cient ihey seem alien to men Plaoesolpow- 
er stud the BrttOh islands like hidden iewels 
- some ol thorn have been used by succes- 
sive ages and acquired a patina of legends 
like the lichens on (heir stones. Others re- 
main secret, lost in a comer ol some farmer's 
field. Bui ihey can be found by those with 
the need and knowledge to look lot them. 
Research and experience indicate that ihere 
are signs by which the power points may be 

They are very old. Early scholars 
thought themselves daring when they ascrib- 
ed sites such as Stonehenge lo the Druids or 
the Phoenicians Though the Druids used 
them, the megaliths were there long before, 
and (he oldest of the stone circles are in Bri- 
tain, noi m the Mediterranean. 

They attract legends. Local tales 
about such places may link (hem with King 
Arthur or Robin Hood... or with the Devil. 
They are often said to have maoxal powers, 
and some are still the sues of seasonal cele- 
brations or fur live folk rituals. 

There Is often a hidden meaning In 
their names. The early Christian church 
made a policy ol "liberating" pagan shrines, 
taking advantage of Ihe people's habit of 
worshipping there and in (he process taking 
over whatever power the men of earner ages 
had found or put into the place through their 
rituals. Most of the great cathedrals are situ- 
ated on power points, and somotimos the" 
names suggest their history. Shrines ol (he 
Goddess were often redechcated to Ihe Vir- 
gin Mary St. Michael was invoked 10 keep 
down the forces of the underworld at a point 
of especial potency Churches in or near the 
Celtic pan of Britain which are dedicated to 
St. Anne may mark the old sues of ritual bea- 
cons (Tan Heoft. as ai Tanhill near Stone- 
henge with its neighboring church of Si 
Anne's. 

Their placement serves a special 
purpose, li has been demonstrated that 
some ancient sites are aligned to focus on 
various astronomical phenomena, such as 
the nwdwinter sunrise or eclipses of ihe 
moon, while others are positioned along a 
network of straight tracks (the "ley lines"! 
that bisect Britain. 

Lay Lines 

Since much ol the literature on power 
points at least mentions their relationship to 
ihe ley lines, ii may be useful 10 say a little 
about them here. The term became current 
in tho 1920*5 when Allied WatkinS published 
hisbook, The Old Straight Track. 

Waikins was a Herefordshire merchant 
and amateur archeotogist who one day had a 



sudden perception ol a network ol lines 
standing out like glowing wires across ihe 
surface of the land, intersecting at tho sites 
of churches, old slonos. and oiher spois ol 
traditional sanctity. Several years of patient 
exploration with the aid of map and compass 
demonstrated that 11 was indeed possible to 
usee alignments between such points. Inhis 
book, Watkms proposed that the country 
had once been crisscrossed by system of 
cleared paths, or leys, which were marked by 
the siting of stones or mounds on the hills 
and in the valleys by pools. 

Soon there were leyhunting clubs all 
over the country, end surprisingly oltcn the 
search lor ley linos turned up unrecorded 
standing stones or local legends ol monu- 
ments that had been moved or destroyed 
Sites where several leys intersected were apt 
to be particular rich in folklore. 

What is sua undetermined is whether 
the leys were aligned only for reasons of utili- 
ty (the shortest way Irom one point to 
another!, whether thoy wore used to record 
and predict astronomical phenomena, or 
whether they reflect a system of energv 
(lows in the earth like that used by the 
Chinese geomancers in selecting building 
sues. If the latter theory is the true one. with 
sufficiently precise measurements and the 
location of a few power points, it ought to be 
possible to map not only a* ol Britain, but all 
the world 

Discussion of an of the power points in 
Britain would require a shelf-full of volumes 
■some of the best of those which have been 
written already are referenced at the end ol 
this article) Obviously only a few of them 
can be addressed here: therefore, let this ar- 
ticle serve as an introduction to some of the 
most significant and interesting. 

SMnahengt 



TtwGraatCkcsM 

Perhaps the most powerful, and certain- 
ly the best known ol the enoent sites ate the 
megatthic stone circles, of which the most 
famous are Stonehenge. Avebury, and 
■::.■!.... - ■ 

An Observatory In Stone. Stoiehorvie 
is undoubtedly the most famous and accessi- 
ble, and in some ways tho most physically 
impressive ol Ihe ancient circles. Seen at 
noon from the carpark surrounded by bus- 
loads ol lounsts. it seems overrated, but 
viewed at dawn or against a stormy sunset 
on the broad and windy Salisbury plain, it is 
stark, grim, and not a little terrifying. Even 
today no houses have ever been built near it, 
and even the wardens of the National Trust 
go home after dark . 

Ai Stonehenge. Watkms was able to 
identify four intersecting toys One ol these 
leads from Ten Hill (where On annual fair rs 
still held at Lammastidel through Stone- 
henge, Old Saturn Mound. Salisbury Ca- 
thedral, and on to Ctearbury Ring. Another, 
which is aligned with the midsummer 
sunrise, passes from Winterbourne Camp 
through Slonehenge to Puncknowfc Beacon 
on the coast A third goes from Tmhead Hill 
through the center of Stonehenge to the Id- 
miston Down earthworks — thisone is align- 
ed with ihe Beltane sunset and Samaine 
sunnse. The fourth passes from Shear Cross 
■through Stonehenge and end's at Ann's larm. 
Stonehenge has been a target for schol- 
arly speculation for most of Britain's history. 
In his Histom Ragom Bttttaniae. Geoffrey of 
Monmouth attests that Merlin used his 
magic to transport Ihe stones from Ireland, 
and that it was the burial place for King Uiher 
Pendragon. In 1740. William Stukely at- 
tributed it to Orukl astronomers, and a Mile 




Photo courttnyol British Tourist Authority 



later, in 1771. John Smith decided thai it had 
Men a lunar temple- In 1931. Sir Norman 
Lock ver wed to Coordinate the astronomical 
faeries and deduce a date for construction 
of the circle 

The best known Stonehenge theorist, 
however, is probably Gerald S Hawtins. 
whose book. Stonehenge Decoded, de- 
scribes the results ol using a computer to 
evaluate the astronomical relationships ol an 
ol the s>te lines in the henge He concludes 
Wat twelve of the significant Stonehenge 
alignments indicate extreme positions of the 
sun. and twelve more identify exireme posi 
tionsohhemoon. 

In assessing the various theories aboui 
the purpose of S lonehenge. it is important to 
remember that it was built in three major 
phases and several minor efforts at times be- 
tween 2750 to 1900 BC It is probable, there 
fore, thai during its long history the monu 
ment has been used for many purposes, not 
a" of them astronomical 

The Year of the Goddess. Stone- 
henge may be the most famous of the stone 
orcles, but many students of power points 
feel that Avebury is the most important of the 
ancient sites, since its circle is only one ol a 

Driving towards Avebury from Stone- 
henge. one encounters first the winding 
avenue of stones which runs through plow- 
ed fields and pastures, where sheep huddle (n 
the shadows of the stones as if seeking their 
protection The avenue leads down into the 
hamlet ol Avebury itself, which is nestled 
cosily half in and half out of the circle of 



o walk around the circle 
(approximately 4/5 of a milel to get a fun im- 
pression of its magnitude. It consists ol an 
outer bank, an inner ditch which was at least 
thirty (eel m depth, and a Circle of stones of 
which perhaps a third of the original hundred 
are still standing. Some of the stones of Ave- 
bury are larger than those of Stonehenge. 
lending to swell outward from a pointed 
base, and like the sheep, they invite the pit- 
grim to meditate m their shade. 

From the edge of the Avebury circle, one 
may see the pyramidal silhouette of Siibury 
Hill The Hill has been caked one of the most 
remarkable civil engineering feats of ancient 
Europe. Since it involved the quarrying and 
careful erection of almost nine million cubic 
teei of chalk. The hut was built up in much 
the same way as the Egyptian pyramids and 
was originally surrounded by a water ditch in 
which the rising moon was reflected at cer- 
tain times of the year. 

The vicinity of Avebury also includes an 
earh, Neolithic fori, Windmill Hill, and the 
West Kennei Long Barror (first excavated by 
one "Dr. Took" in the 17th Century), a trape- 
2 cdal mound about 330 feel long containing 
a stone chambered collective tomb Accord 
ing io the theories of Michael Dames, the 
monuments of Avebury were the settings for 
a continuous rebgious drama celebrating the 
life cycle of the Great Goddess and of the 
farming year. The feast of the Death God- 
dess was held at the Long Barrow at Sa- 
mame. the birth of the Maiden celebrated at 
the Sanciuery at the the end of the Sp-re* 
Avenue at Candlemas (February), the Great 
Wedding in the Circle ■« May. and the Har- 



vest Goddess was honored at Lammas (Au- 
gust) at Silbury Hill. 

The Lonely Stones. England certainly 
holds no monopoly on power points - Ihe 
western highlands of Scotland and the He- 
brides are. il possible, even richer m 
megalithic sites. One of the most impressive 
of these is the circle and avenues of Callan- 
ish at the head of Loch Roag on the island of 
lews Perhaps due to their inaccessibility, 
they have been lelt substantially undisturbed. 

The central menhir is nearly sixteen feet 
high, and nses from what seems like a forest 
of stones. At each point of the compass a 
line of stones extends outward, and a num- 
ber of astronomical alignments have been 



identified by investigators such as Somer- 
ville. Hawkins, and Thorn. 

Calianish also figures Significantly in 
Moyra Caldecoil's fantasy novel. TheSiartd- 
ing Stones, m which they are the focus for 
ancient religious practice and also a gateway 
for communication with other power points 
for this and other planes. 

The Holy Islands 

While the mainland ol Bmam was often 
a battlefield, certain islands such as Mona, 
lona. and Lmdislame became refuges and 

-r:::r>:!ii:':-.:' -.[: M.i ;■ .. ■ 

The Last Defense of the Druids. T D 
day. the traveler descends from the orecipi- 



Power Points of Ancient Britain 

Calianish, 





Avebuiy 



tous Welsh mountains lo cross first Angle- 
sey and the Holyhead before taking ship for 
the green lend of Ireland across the Irish Sea 
But m ancient times Anglesey was called 
Mona. and was a major port on ine prehistor- 
ic western sea route that linked the Mediter- 
ranean with the north. 

Standing stones and chambered tombs 
attest to its impotence in Neolithic times. 
Later it became a stronghold ol Druicfcsm. 
and thusa threat 10 Rome. 'or the Druids had 
become s symbol of Celtic resistance to (he 
expansion of Roman power It was conquer- 
edat last by Agncota in 78 AD. 

The heart of Mona's sanctity would ap- 
pear to bo the islet which clings dose to its 
western shore and which is known as Holy- 
head Isle (interestingly enough, "holy island" 
is one possible source for the name "lone." 
and the island on which Imdisfarne Abbey 
was built is also called Holy Isle). Today the 
most ancient site still visible is the monastery 
ol St Gybi 

Columba and the Kings. Northward 
from Mona lies the island of lona. which can 
be reached only by taking a complicated ser- 
ies ol ireins. buses, and ferries, the last ol 
which carries the traveller to lona from Phi- 
onphorl on the island ol Mull At first sight it 
hardly Seems worth the trouble, for lona is a 
little low spit of land barely more than a mile 
long. Yet Ihe clear sea pours tike liquid 
aquamarine over the white sands, end the 
sun glimmers s»*ver through the clouds like 
light from another world Then one begins to 
understand why lona was >n ancient times a 
sanctuary, and today has become once again 
a place of retreat and recuperation from the 
world. 

There is some archeological evidence 
that lona was inhabited in prehistoric times. 
No megaliths remain, but a circle of stones is 
said to have been cast down in 1570 because 
offerings were sun being made there. There 
6 also a irsdition thai Druids were still on the 
island when the self-exiled St. Columba ar- 
rived, seeking a place from which he could 
no longer sec Ireland 

Columba made lona the launching point 
for his campaign to convert the Picis. and 
the abbey he founded became the traditional 
burial place for the rulers of Scotland. The 
bones of more than sixty Scots. Morse, end 
Irish kings andotweUains (including Macbeth 
and King Duncanl were laid there Even the 
Stone of Scone, which now forms the base 
of the throne on which Ihe English kings are 
crowned, is said to have originally come to 
Scone (cm lona. 






nTou'iZlAumwtrY 



Like every other monastery within reach 
of the sea . the Abbey of lona was periodical- 
ly sacked by the Vikings But it survived as a 
spiritual center until the Reformation, when 
the words of St Columba thai sheep should 
grate where the monks had sung finally 
came to pass. 

The rest of the prophecy — that the 
church should rise again — has been fulfilled 
as well, to* the Abbey was rebuilt by the 
Church of Scotland, which maintains it as a 
retreat center lona has also been of continu- 
ing interest lo occultists, but "Fiona Mac- 
Cloud's" prediction that a female messiah 
shall come forth from lona. has yet to be 
fulfilled 

The High Place* 

Unlike Scotland and Wales, England 
has few dramatic elevations, and a natural 
feature of any height attracts the eye For 
this reason, such places woe an obvious set- 
ting for elaboration by man Two ol the most 
interesting sites are Ulfmgton Castle and 
Glastonbury Tor 

The White Horse. Travelling through 
Berkshire towards Oxford, one may see on 
(he shoulder of a hill a series of white slashes 
wh«ch prove to form the abstract outlines of 
a horse. Like the other equine figures incised 
upon the chalk downs of England, it was 
held in especial reverence by the Saxons, Do\ 
it was traced m ihe grass by a people far older 
than Ihey — a remarkable feat considering 
that the full figure of the Horse can only be 
seen from the air or from across Ihe While 
Horse Vale many miles away. 

Since Neolithic times an annual "scour- 
ing" has kept Ihe outlines of the Horse dear. 
Originally this was done by the inhabitants of 
(he hillfort (the "castle"! whose earthworks 
still form a dike around the flat summit of (he 
dome. Through medieval times and after, the 
tradition was maintained by »n annual fair 
held them Today (ho obligation is carried out 
by the National Trust. One cannot help but 
wonder by what means ihe Horse will be 
served in future centuries 

Glastonbury and the Grail. One of the 
richest English sites, both physically end in 
legend, is Glastonbury, it is intimately asoci- 
ated with Ihe Arthurian mythos (another 
theory holds that (he enure area has been 
sculpted into a relief map of the zodiaci. The 
region is one of heavily wooded little hills and 
marshy valleys which wore sometimes sub- 
merged m ancient limes. The English may 
call any eminence in such an area an island 
(viz. the "isle of Ely"), and some scholars 



conjecture thai the "Isle of Avalon" to which 
Arthur was taken for healing was actually 
Glastonbury. 

Throughout the M iddk* Ages the monks 
of Glastonbury built a considerable pilgrim 
trade on the fact that the bones of Arthur 
and Guinevere had supposedly boon discov 
ered (here Unfortunately, the shrine was 
destroyed when Henry VIII dissolved the 
monas(enes. so (he remains are unavailable 
for scientific investigation. 

The most impressive features at Glas- 
tonbury are the Tor and the Chalice Well. The 
Glastonbury Tor is a small steep hill whose 
causeways have been eroded by the centu- 
ries Once it was crowned by a nng of mega- 
liths, but these were thrown down and re- 
placed by a chapel dedicated to St. Michael. 
Alas for the power of the saint, an earth- 
quake destroyed the chapel , leaving only the 
tower to Crown the Tor like a gigantic Stand- 
ing stone 

The Chalice Well, nestled in a fold of (he 
land at (he fool of Tor. is traditionally held lo 
be the place where St Joseph of Arimathea 
and his company built their first huts when 
they fed to England from Palestine. With 
them they brought the Holy Grail The Well 
gives forlh a constant stream of cold pure 
water with a high iron content, which is said 
io nave medicinal powers. In all the centuries 
Glastonbury has been occupied, the Well has 
never been known to 'ail. 

A third sacred site in the area « Wearyall 
Hill, where St Joseoh struck his staff into 
the ear(h as he claimed the place lor his own 
The staff (ook roo( and flowered, becoming 
the ancestor of the Glastonbury ihorn (ree. a 
Middle Eastern species found nowhere else 
in England. 

Power Point* and Pilgrims 

Exploration of places of power can be 
rewarding for both the scholar and (he pil- 
grim The former is advised to search with 
discrimination, sifting the legends (o find the 
common core of truth within. But Ihe pilgrim 
has the option of using the anoWnt sites to 
actually experience Ihe past Full daylight, 
(he times when such places are likely lo be 
(hronged wilh (ounsts. should be avoided. 
Dawn or dusk in the off-season is more likely 
to provide a time when one can sit down and 
meditate undisturbed Presumably the best 
time for such visits would be ihe greai sea- 
sonal festivals. Those who are particularly 
receptive may get more than (hey bargained 
for, however, so it « advisable to takea com- 
panion on the quest. 

The places described in this article are 
only a few of the multitude ol such sites to be 
found m the British Isles. The sources listed 
below and other similar works will suggest 
many others. May your search be fortunate' 

naiii—iii 

Aub>ey Burt. Pretostoiic Atvbvr,, Vale Urweroty 

Press. 1979 

Michael Dames. 7ha A—buty Cycle. Thames 6 

Hudson. 1977 

Evan Hadingham. Circles antf SrandUig Sione.i. 

Anchor. 1976 

Gerald Hawk*ia. Sionehenge Decoded. 

Fomana. t970 

'Alfred Wattlr*. The Old S«*>gt>t T>*t*. Sphere 

Books. 1978 ■■ 



17 



NON-FICTION 



You Against the System 

The SF Expansion and Solitaire Gaming 

by Greg Coslikyan 



A solitaire gama has 10 do everything o 
muUiplayer game does; it has to present an 
interesting situation and simulato it well. But 
a solitaire has to do something mote; it has to 
provide opposition lor the player It must be 
difficult (but not impossible) for the player to 
achieve his objectives, there have to be 
onough interesting things which happen to 
the player to hold h>s interest, and the situa- 
tion has to be sufficiently complex to make 
playing the game a challenge. 

All of this is not easy to do. Indeed, until 
recently, there was no game which had done 
so at all well The problem was that design- 
ers put the most thought and effort, m those 
days, into simulating military conflict; the 
problems which must be handled in a soli- 
taire game are inherently very different from 
those to be handled in a iwo-ptayer military 
simulation The lochniQues applicable 10 one 
are not necessarily applicable to another. To 
say it another way, until recently gaming 
technology was not up to the challenge u' 
the solitaire game 

For many years it was a great myth at 
SPI and in the gaming hobby in general that 
solitaire games were impossible to design 
Faff of Boms, the first real solitaire game, did 
very badly, pnmanly because its rules were 
horribly written. Despite this, it acquired a 
clique of devoted players, some of whom still 
swear by the game. The two other solitaire 
games published by SPI. Woltpack and 
Operation Olympic, were both badly receiv- 
ed, despite the fact that both had well-writ- 
ten rules. In truth, neither game had enough 
variability in outcome or complexity of sys- 
tem to provide much interest to the solitaire 
player. 

Game design is an art form in a constant 
state of flu«; each year, new and innovative 
game systems and ideas are developed. The 
competent designer must constantly look at 
and play new products, simply to keep 
abreast of new techniques which can be ap- 
plied to future games. Both Operation Olym 
pic and Wolfpack suffered because ihey loo 
slavishly imitated traditional two-player 
game forms. 

Fell of Rome is on extremely interesting 
game because it presaged and influenced the 
development of the solitaire game It did 
everything a solitaire game must: it provided 
a variable and challenging system against 
which to compete. If it had had woU-wniten 
rules, it would have been on unqualified suc- 
cess. Indeed, it is a tragedy that it was not, 
because its failure set back the development 
of solitane games by seven or eight years. 

New Worlds 

With the development of sf&f gaming 
as a major portion of the gaming industry, 
the doors to innovation were again thrown 
open. Today, innovations 111 historical gam- 



ing continue, but they are on a more trivial 
level than innovations in science fiction gam- 
ing The basic concepts of historical gaming 
are pretty well simulated by ousting mechan- 
ics" supply, combat, zones of control, vari- 
ous types of movement, and so on . The most 
interesting innovations in the recent past 
have been m the area of chain of command 
and command control, something which 
older games simulate rather poorly 

Sf&f gammg presented to designers a 
whole new set of problems to understand 
and conquer Those situations which deal 
with direct military conflict can be adequate- 
ly handled through historical gaming tech- 
liques, others require vastly different meth- 



ods, (he iii '1 



ryconlhctii 
military one 



my sf&f situ 



. be 
r political one - or one resulting from the 
personalities ol characters, [he result is in- 
novation in economic techniques - ex- 
amples bemg After the Holocaust. Stellar 
Conquest, and Trailbiarer - and in the tech- 
niques used to simulate inter- character con- 
flict - examples being John Carter ol Mars, 
War of the Ring, and every role-playing 
game ever published 

The first system designed to handle soli- 
taire situations was one that can be termed 
the "random" method in a random solitaire 
game, the player 's maior opposition is a set 
of random tables and randomly generated 
obstacles. Two examples which will, per- 
haps, be familiar to the reader are Death- 
Maze land its godchild. Citadel of Bloodi 



nd Conquistadoi 



li.1c.r-: 



\r\11\ 



n DeathMate. the rooms 
ugh which the player's 
3 generated randomly, as 
are the monsters, treasures, and obstacles 
Into which they run Thoro >s a degree of un- 
predictability in the system which makes the 
game a process of discovery Citadel of 
Blood improves tt>e system by pioviding a 
specific quest which gives the players a gi 



aming about Hiding moi 
g other antisocial acts 

.IV- n 



other than simp 
stersandcommitti 

Conquistador, even in its multiplayer 
version, is largely a solitane game. The play- 
ers play more against the game system than 
against each other They must deal with ran- 
dom events Hike plague and war at homel, 
native uprisings, naval and land attrition, and 
exhaustion of mines The degree of interac- 



tion increases Toward the 
when the players are sullici 
lishod m the Americas to cor 
one another. Because theg; 
tndes major oppc 



quistador mokes a good solitane game 



litssolita 

The great odvar 

lane system is that r 

thus, the game car 

number of times. In 



playing, and encounters differ as well in 
Conquistador, random events and other ef- 
fects of the system are unpredictable. The 
great disadvantage of a random system is 
that all possibilities are known, all eventuali- 
ties are right there m the rules 

Voyage to Success 

The second major type of solitaire game 
is the "response" gome. John Butler field's 
Voyage of the Pandora is perhaps the best 
known such game; it has deservedly been 
highly praised The idea is actually several 
years old; it was first used by Flying Buffalo 
land later by Metagammgl to produce soli- 
taire dungeon adventures. 

In a response game, the system reacts 
to the actions of the player by rovealing pre- 
viously unknown information. In Voyage, for 
example, the system reveals the contents of 
hexes as the player explores o planet. The 
player can find bizarre creatures, alien arti- 
facts, or oven alien civilisations He has no 
way of knowing, a prion, what he may find 

The information is coded in a set of par- 
agraphs (more than 200 in Voyage). In the 
course of the gome. tl»e player is told to turn 
to one paragraph or another and read the 
contents therein Players can cheat, of 
course, by reading all The paragraphs before- 
hand, but only masochists who eniov cheat- 
ing ihemselves of the |oy ol discovery will 
do so. 

The solitaire dungeons of Flying Buffalo 
and Metagamirtg work similarly. In these 
dungeons, the players, when they enter the 
dungeons, turn to one paragraph, which de- 
scribes the contents of the Inst room they 
enter As the players move through the dun- 
geon, they are directed to one paragraph 01 

Greg Coslikyan, a long time associate of SPI both 
at *t»"f and freelancer, has a number of games 
to his credit, including Supercharge. Sword ft 
Soicery. DesthMaie, and Return ol the Stamkrss 
Sr#e/fl#r He it currently a siudenl ol planelotogv 
1 University. 



d of the game, 
inlly welt estab- 
lemplatewaron 
me system itself 

however. Con- 



is quite popular). 

ago of a random soli- 
) two games are alike; 

be played an infinite 
DeathMaje. the floor 



plan of the DeothMa/e differs wiih eoc 1 




another depending on the decisions Ihev 
make during Ihe adventure. The primary 
distinction between a Voyage-style game 
and the programmed dungeon is that a Voy 
age game consists ol a scries ol paragraph 
loops while a programmed adventure con- 
sists ol a tree structure. After dealing with 
the contents ol one hex in Voyage, the player 
returns to the normal game system until he is 
directed to a new paragraph: that paragraph 
may direct him to others, but eventuaty the 
player exits the paragraph loop and moves to 
a new he* In a programmed dungeon, the 
player continually turns Irom one paragraph 
to another, and exits only when he ends the 
adventure 

The great advantage paragraph systems 
have over random systems is that Ihev »'* 
truly unpredictable, anything can. and very 
well may happen The great disadvantage is 



that sooner or later the player win road all Ihe 
paragraphs - and the game will no longer be 
interesting. It was m response to the limited 
variability ol the programmed dungeon that 
DeaifiMaze was designed: the designer 
wanted a solitaire FHP-tvpc game he could 
play without becoming >aded. 
Landmarks 
There are three landmark publishing 
events in the development ol al&l gaining: 
SiorForce. Dungeons b Dragons, and Ogre 
s :..",' i. .-.■-' 7..1-: iN" 'i -.-■ si i-~>- published by 
a major company, the first to prove thai a 
market existed end could be exploited That 
SPl did not follow up thai publication as ag- 
gressively as it should have is a matter which 
puzzles even those ol us who work here (at 
least in retrospect). Nonetheless. Siarforce 
opened up the Held ol st&l gaming lor the 



lust nme. DbD was the progenitor ol ihe 
whole Held of FRP gaming which, as ol this 
writing, outgrosses and outsells adventure 
boardgaming Ogre was the hrst w»dery dis- 
tributed si minigame. and indirectly spawn- 
ed ai leasi ihiee companies (Steve Jackson 
Games, Task Force, and Mayfairi. turned 
one into a million a year company (Metagam- 
ingl and gave another a whole new source ol 
profit (SPH 

Despite ihe fact ihat Meiagaming was 
the first to innovate with sf minigames, it 
was, cunously, not Metagaming who began 
the trend toward solitaire games, it was SPl. 
With the publication ol its first four capsule 
games (Creature, Titan Strike/, SierGateand 
Vector Ji. SPl found itself for the first time in 
its history CBSt in the role of the mutator rath- 
er than the innovator However. SPl Shortly 
piOved that though us minigames might, as 



Return of the Stainless Steel 
Rat: Designer's Notes 

Late in I960, SPl approached me 
about the possibility ol doing a game bas- 
ed on Harry Harrison's Stainless Steel 
Rat. Harrison had agreed to write a short 
story lor Ares, and to allow SPl to do a 
game based on the story for the same is- 
sue. While I prefer to design games on 
topics of my own devising - since I leel 
encumbered by imposed restraints — I 
agreed, primarily because I very much en- 
joy the SS Ft series and the thought of do- 
ing a game based on diGriz appealed to me. 

The story determined what the game 
would be about: diGriz invading a space 
station to deactivate a computer and de- 
termine the identity of the villain. It was 
logical to make the game a solitaire one. 
since there was no identifiable opposition 
— the computer, perhaps, and the villain, 
but no single entity for an opposing player 
to identify with . If the game was to be sol- 
itaire, I had to decide whether to make it a 
"random" system game or a paragraph 
game, or perhaps some hybrid between 
the two. Smce I had played Voyage of the 
Pandora (or the first time shortly before 
beginning design of SSR and since the 
fo*s at SPl liked the idea of another para- 
graph game. I decided to u 



The first major design obstacle to be 
overcome was the problem ol villain iden 
tification. Unless identifying the vflain 
was to be purefy a guessing game, it was 
necessary to have some kind ol clue sys- 
tem. There seemed to be two ways to 
handle the problem: ether generate dues 
as the game went along and allow the 
generated clues to identify the villain, or 
determine the identity of the villain be- 
forehand and use the paragraphs to key 
the player to the clues which correspond- 
ed to the villain. I didn't like the first idee 
at alt; it seemed k*e cheating to generate 
the villain in the course of play rather than 
initially. But the second idea presented a 
problem; how does a solitaire player de- 
termine the identity ol the villain before 
the game begins without knowing himself 
who the villain Is? 



This problem incurred the consump- 
tion of several ounces of alcohol and 
much wall staring Eventually, however. I 
worked the problem out: the result rs the 
villain generation system in SSP. the 
most innovative aspect of the game. 

Extensive discussion with Redmond 
Simonsen and others failed to turn up a 
better method of generating the viaain. 
As the system stands, it is possible for a 
player to memorize the locations of num- 
bers on the villain chits, which allows him 
to determine the villain. I felt that this was 
not a problem, because doing so was. in 
effect, cheating, and any player who real- 
ly wanted to cheat himself was free to do 
SO. The system was sufficiently opaque 
that only someone who purposefully set 
out to break it was likely to do so. Red- 
mond wanted a system which was un- 
breakable, but since neither he nor I could 
come up with one. we left the game as it 
stands. 

The next problem to be dealt with 
was combat in the game. InitlaTy. my de- 
sign included a much more complicated 
end detailed combat system which was 
lesolved on a hex-grid tactical display, in 
essence, the system was a ft»ffor"-style 
man- to man combat system, with special 
rules lor mufti-hex robots and servo- 
mechanisms, and-a vector movement sys- 
tem for combat in null G. I was dissatis- 
fied with the system, because it was too 
complicated for a simple sf game, and 
was more than a little cumbersome. With 
deadlines staring me in the face, I decided 
to make a drastic change and replace it 
with something simpler 

Discussions with Redmond produc- 
ed the Idea ol the circular combat display 
centered on the main character. The idea 
was gtaphicaty appealing and simple in 
application: I liked it especially because n 
served to point up the central role of our 
hero diGriz. I expect thai similar combat 
systems will be used m future games: it is 
another Interesting innovation which 
should be credited to Redmond Simonsen. 

The new combat system sped play 
considerabfy and seemed to work Quite 



wed. This left the last problem to be solv- 
ed: the paragraphs. 

The problem with paragraphs was 
one I had not expected when I began 
work on the game: there wasn't enough 
variability of encounter on a space sta- 
tion. Voyage of the Pandora was success- 
ful as a game partially because the possi- 
bilities for encounters were practically 
endless; you could find anything and 
everything on an alien planet. The Flying 
Buffalo random dungeons were far more 
limited, of course, but they had a definite 
theme and, still, a great degree of variabil- 
ity in encounters. I couldn't put as many 
different things on Harrison's space sta- 
tion, simply because the nature of the 
story imposed constraints. I couldn't have 
dozens ol aliens and government agents 
running around because they would have 
nothing to do with the story. 

The solution land it was only a partial 
one) was to try to imagine everything 
possible likely to be on a space station. I 
read several of the colonizing space 
books [Third tndustriaf Revolution and 
the l*e) to see what people think might 
be on space installations, and I tried to 
make SSP at least in part an education as 
to the nature of industrial enterprises in 
space. The solution, alas, is still only par- 
tial: I leer SSP has less play value than 
Voyage simply because ol the fewer in 
teresting things the player can encounter. 

Nonetheless, by the time the 
"I- want-it- now, -or-you're-a-dead- 
man.- Cost ik van" deadline came around 
las opposed to the "deadline." the "next- 
week-for-sure" deadline, and the "do- 
yen si>r> this'- this- is a calendar, you- 
idiot" deadline). I felt ihe game was in 
pretty solid shape and ready to go. The 
final question to be answered — the 
question which ah solitaire games ask — 
was: >s there enough to the game to make 
it interesting enough to play solitaire? I 
thought the combination of the due sys- 
tem, the paragraphs, and the tactical 
combat system made the answer yes. 
The players are the ones to answer it in 
the final analysis. ~ C 



a marketing conception, bo imitations, ihey 
were undoubtedly innovative in system 

The fi<st two SPI minigames that were 
well suited to solitaire play were DeaihMere 
and Jim Dunnigan's Demons. The iwo 
games were designed ontircly Independent- 
ly; Indeed, neither designer had any idea 
what the other was doing until both were in 
me final stages o< development. It was pure- 
ly coincidence, therelore. 'hat Doth worked 
well as solitaire games It was. so to speak, 
steam engine time. 

Both games were, in our terms, random 
solitaire games. Both proved popular, 
though Demons less so then DeothMare 
Dunmgan lo*owed up his game with Time- 
Tripper, an essentially random-method game 
whfCh presaged the development of the par- 
agraph system In TimeTrlpper, the player 
bounced randomly among various time 
zones; each lime he travelled to a new peri- 
od, he would refer toa paragraph in the rules 
which described the inhabitants of (hat peri- 
od TUneTripper was not a paragraph game 
perse, bultheelementsweie there. 

In Voyage of the Pandora. John Butter- 
field brought all of ihe elements together (or 
the first lime. Voyage was a brilliant game, 
instantly perce-ved Oy Ares readers as such 
(garnering the highest rating of any Ares or 
S&T game lor many years! lis paragraph 
system efcVjwed many of (he rules to be ab- 
stracted, so that every eventuality did not 
have to be covered by lengthy rules (the par- 
agraphs themselves could provide exceptions 
to (he rules as (hey stood). Paragraphs pro- 
vided a h-gh degree of variability and. 'or (he 
first time, an unknown element . 

Though Voyage was the first of its kind, 
it ts far from the last Already. Arnold Hen- 
dnck has designed an excellent paragraph 
system gome. Barbarian Prtncei\'oi> Dwarf- 
star Games, a dhnsion of Heritage), and last 
esue of Ares saw (he publication of Return 
o( the Staintoss Steel Rot. another paragraph 
game. SPl a considering publication of Aben 
City, a hybrid combining the Voyage and 
DeaihMere systems, using both paragraphs 
and a random geography. Nick Karp is hard 
at work on Star Trader, a multi-player game 
with a great degree of personal interaction 
which, nonetheless, w*i use a much modified 
form of paragraphs system Also, the current 
Sftr"conia>nsa feedback suggestion for an his- 
torical paragraph system, based on the Flash- 
men novels of George MacDonald Fraser. 

Game design is a synergistic process 
New ideas impinge on each other (o produce 
totally unexpected results Who would have 
predicted upon the pubbcaiion o' Ogre (hat it 
woubj lead lo a new era in soMaire gaming? 
Ye( )( did. and that era, far from settling 
down to stolid rr-ddie age. is still in the 
throes of dramatic development Two useful 
tools have been developed for application to 
solitaire gaming: the random system against 
which (he player must compete, and (he rev- 
elation ol the paragraph. The two remain to 
be satisfactorily combined, and both remain 
to be applied to non-solitaire and historical 
games. His n-prw blein ■..■., what [hcluture 
may hold; it may be thai a whole new unsus- 
pected development in solitaire gaming re- 
mains just around the corner. 

And that's part of what makes it exciting 
to be a game designer ■■ 



Raaxfer Report 




Tactical sword 6 




Dunng the summer conven 


K>ns Ares 


sorcery boardgemes 


10 


readers expressed interest m the re 


suits of our 


Quest 1 adventure boardgemes 


22 


feedback questions, other then the ta:trgi of 
the articles m each issue listed below are the 


Sword U orxcory role-playing 


10 


average percentage of readers who expressed 


Quest adventure role -playing 


16 


interest >•) pedicular categories ol 


l/l roadmg 


Ciassicaay based fantasy 


' 


and gaming The results 0© not 


add up 10 


Anthropomorphic societies 


3 


100% due to rounding up or 
answe-s ol "other " 


In *r, t-,,1 


Horror/occult 


10 


scirwcr new mtAOma 
Space opera'science fantasy 
"Hard" if ad venture 


a 


What is interesting to us >S the vast differ- 
ence between what readers indicate Ihey rend 
and want io ho in games and rne response 


22 


may grve lor some game proposals 


nFeed- 


Problem- solving si 


13 


beet Neil issue I'll owe you a list ol iha most 


Extraterrestrial societies 


10 


popular games suggestions and IS* about the 


Future societies I Utopia 'dystopia 


4 


conflicting responses we have been 


eeetwng 


Alternate history 


13 


In the meantime. II you think (here are 


Tme- travel 


4 


Other ma|or subdivisions of the genres 


wha.p 


Softs) laka "new wavn'l 


4 


not addressed in our feedback questions. 






please tot me know We'ie interested 




Strategic space combat 


16 


■ting the whole Spectrum ol scxence fiction and 
fantasy and do not want to ignore a major divi- 


Tactical space combat 


15 


sion through oversight Address your 


sugges 


Strategic planet bound conflict 


e 


bons to my attention. M>cb*ei£ Moon 


Tactical planet bound confkci 


i 






Alternate hatory conflict 


12 


Feedback Results. ,4 res nr. 9 




Contact in contemporary selling 


2 


flan* fern 


Hating 


Role -playing adventure 


22 


1. OeitaVDe 


7.13 


Economic' sociological 'political 


16 


2. Oewgners Notes 


689 


Mmir HtAome 


« 


3 Games 


683 


Sword 6 sorcery 


33 


4. Lasers In Space 


6 33 


Mythological fantasy 


7 


5. Film 6 Television 


632 


Quest adventure 


24 


8. The Sword and the Stars 


8.31 


Cia»iee*y Baaed fantasy 


9 


7. Science lor Science Fiction 


6 18 


Fantasy in contemporary setting 


14 


8. Media 


6.09 


Superhero/ heroic fantasy 


1 


9. Books 


8.05 


Anthropomorphic fantasy 


2 


'0 Draponslsver Interview 


603 


Horror'occun 


8 


11. Facts for Fantasy 


602 


rmmasioAMmn 


, 


12. DragonNotes 


331 


Strategic nvord (J 




13. The Embracing 


491 


sorcery boardgamos 


?: 


Awi 9 Overall 


656 



A 



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DATA SAAB 
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A" £oua' Oppewurvrp employer 




Edited by John Board man. Ph.D. 

StarForga. 

In 1677, a young English astronomer 
named Edmund Haiiey was cataloguing the 
siats of the southern skies from the south At 
lantic island of St. Helena Halley, who had 
not yet predicted the return of the comet that 
now bears Ns name, was extending to skies 
invisible from Europe the stellar nomencla- 
ture introduced in 1603 by Johann Beyer; the 
brighter stars <n each constellation were 
assigned Greek letters, sometimes in order of 
their brightness. To a fourth magnitude star 
in the constellation Argo NaviS he gave the 
name Eta Argus. A later subdivision of this 
large constellation, which represented either 
Jason's ark or Noah's, caused this star to be 
renamed Eta Cannae. 

in the early 19ih Century. Eta Cannae 
suddenly shot upward in brightness, until it 
was the second bnghtest star in the sky. 
Since tt is about 8000 light years away, and 
still outshone ev»y star in our night sky ex- 
cept the nearby Sinus, Eta Cannae was prob- 
ably at that time the bnghtest object in the 
Galaxy, more than 12 million times as bright 



as the sun. From this 1843 maximum it grad- 
ually declined, with a few subsequent peaks, 
until by 1866 it could no longer be seen 
without a telescope. In 19*0, however, it 
started getting brighter again, and it is now 
just above the threshold of naked-eve vtsibili- 
ty. If tins is the southern siai which ancient 
Babylonian records claimed was subject to 
occasional drops in brilliance, Ela Cannae 
may havea long record of anomalous behavior 

Neither ordinary novas nor supernovas 
behave like this. Until the last decade, just 
about every attempt to classify either normal 
or variable stars left Eta Cannae in a class by 
itself It seemed to be m the middle of a nebu- 
la, studded with condensations which may 
represent the births ol other stars. 

Then, in 1969, the far infrared region of 
its spectrum was examined for the first time. 
At the infrared wavelength of 20 microns, 
about forty limes the length to which our 
eyes are sensitive. Eta Carinae is the bright- 
est object in the sky outside the solar system. 
It is as if the energy distribution of a normal 
star were shifted to much longer wavelengths. 

This usually happens when light in the 
visible spectrum is emitted by a star, absorb- 
ed by matter in its vicinity, and re-radiated at 
much longer wavelengths. Apparently, the 
light that reached us in the middle of the last 
century from Eta Carinae was temporarily un- 
blocked by such matter, so we received this 
energy at wavelengths which our eyes can 
delect Then the clouds of dust and gas re- 



formed, and the energy still came out, but in 
the infrared. 

This inltared source is actually a dusi 
shell one hundred times the size of the Solar 
System. Around that is a nebula known as 
NGC 3372. (This is its number in the New 
General Catalogue; "new" here means 
1888.1 In the vicinity are a number of hoi, 
bnght, young blue-giant stars, an associa- 
tion called CAR OB 1 ("Carina Object" nr IK 
A ring of gas around this region is expanding 
at 20 kilometers per second: if this expansion 
is tracked back, it must have started about 
10.000 years ago. 

Eia Carinae is not. after all. unique Oust 
clouds that emit heavily In the infrared are 
found in Orion, and are called "cocoon 
stars." Presumably, in the Interior of a "co- 
coon star." a very hot star is just in the pro- 
cess of forming, and we see its light only af- 
ter it has filtered through the dust and be- 
come infrared radiation. Ela Carinae, by this 
analysis. Is a "cocoon star" whose cocoon of 
dust is beginning to break up, giving us occa- 
sional glimpses ol the star or stars ms>de. 

Eta Carinae is so bright thai many stars 
must be In the process of formation. Its pre- 
sent energy output is equivalent to 3,400,000 
stars of the sun's brightness. II ihe stars being 
formed in Eta Carinas are brighter, however, 
there could be fewer of them. Should they 
be Class O stars, the brightest variety known, 
there need only be about ten of them. 



Facts for 

Fantasy 

Edited by Susan Shwartz, Ph.D. 

T ho Cults 

Celt, the word we use to describe Irish, 
Scottish and Welsh people, was never used 
by the ancient classical writers to describe 
dwellers of the elands. Writers such as Hero- 
dotus, whose references lo Kelioi is one of 
the oldest extant, speak of them as living in 
continental Europe. For Herodotus, the 
Keltoi lived somewhere near Ihe source of 
the Danube Writing a little earlier, Hecateus 
I whose works have not survived) describes 
the colony of Massilia. or Marseilles as it is 
now called, as being located near the land of 
the Celts. For the Greeks, then. Cells were 
one of ihe major barbarian peoples who lived 
west and north of the western Mediterra- 
nean, and beyond the Alps. 

The fourth-century Greek writer Eporus 
counted them among the four great bar- 
barian peoples of the known world - right 
up therewith the Scythians. Persiansand Lib- 
yans. By "barbarian" the Greeks meani non- 
Hellenic and non -Greek speaking. 

About a quarter of a century alter the 
death of Herodotus, northern Italy was in- 
vaded by Celts coming through the Alpme 
passes. The Romans, who would be dealing 
with them for the next several hundred 



years, also used the term Celt, but called 
them Galli, standard among the people call- 
ing Celts Galli or Gauls is Julws Caesar. This 
was in the west. 

In ihe east, the Celts assumed impor- 
tance in the fourth century. In 336 BC. while 
Alexander ihe Great was campaigning in 
Bulgaria, he received a deputation of Celts 
from near ihe Adriatic. Two generations 
later, hordes of them descended upon Mace- 
donia. These were some of the chiel branch- 
es of the continental Cells 

As tor ihe people who lived in Ireland 
and Britain, in the 6th Century BC the Celts 
undertook a voyage from Massilia past Gi- 
braltar, out along the Atlantic coast to Tar- 
tessos. This voyage, probably not the first of 
its type, marks the first time that the classical 
world learned of two islands, leme and Al- 
bion - Greek forms for Eire and one of Ihe 
more poetic synonyms for England. It is 
possible that Canhigiman explorers touched 
at these isles. What is more generally known 
is the voyage of Pylheas of Massilia, about 
325 BC He refers to these islands as the 
Pretanic islands (Pretanic= British). This 
name is a misunderstanding of the Welsh 
word Prydam, which the Latins mispro- 
nounced as Britannia. 

Though textual sources begin no earlier 
than the 6th Century BC. ii is thought that 
ihe earliest Celts migrated into the lands 
where classical writers round them toward 
the end ol the Quaternary Ice Age. By the 
ninth millenium BC, primitive hunters and 
fishers had spread out across Europe. Then 
in the fourth millenium. Neolithic wanderers 
spread from the western Mediterranean 
along the Atlantic to the British isles. By the 



beginning of the second millenium BC, ihe 
Celts had spread across Europe and had 
begun to tredeand use metals 

The Cats. T.G.E. Powefl. New York: 
Thames and Hudson. TSBO 



CaWc Goddess** 

Some of the Celtic goddesses were spir- 
its of fertility while others were bringers of 
death. What readers of Celtic mythology will 
notice is that they seem to have multiple per- 
sonalities. In some cases, for example, three 
goddesses shared the same dominion. Bri- 
git, Anu. and Dana were considered deities 
of fertility and prosperity Anu and Dana 
were generally confused with one another; 
they were the mothers of ihe gods. Brigit, 
vastly similar to them, was considered to 
watch over childbirth. It was said thai she 
brought plentiful food to houses that she vis- 
ited, leaving as a token of her presence a 
footprint in the hearth ashes. 

Other threefold goddesses ruled in bat- 
tle. There was the Morrigan - or Morrigu. 
which means "Great Queen," - Babd (carri- 
on crowl, and Macha, also a sort of crow 
whose food was the heads of warriors killed 
In battle. These goddesses caused confusion 
in armies of enemies of their human favor- 
ites. Sometimes they materialized in animai 
form to persecute one particular fighter. For 
example, when Cuchulain defended a fori 
agamst ihe many challengers that Queen 
Meeve sent against him, the Morrigan 
wound about his legs in the form of an eel 
and then shape-changed lo a wolf, 'lighten- 
ing herds of cattle into stampeding him. 



Something similar is happening, but at a 
more advanced stage. in the well-known Ori- 
on nebula We see the bright young Nue- 
whue giants of the Orion nebula at a presum- 
ably later stage of development, after the co- 
coon has broken up. Eventually, to iudge 
(torn the evidence of still older cluster, they 
w* begm to draw apart and separate in 
space, as the older stars in the Orion accu- 
mulation are already doing 

Mo-itm mnwStt P*ok> •*•"-.. 1976 

The Sideways Island* 

The island arc « a recurrent feature of 
the world's geography It consists of a row of 
islands that usually lorm anarc across a body 
of water The Unned States includes such an 
island arc. the Aleutians, which extend from 
southwestern Alaska across the northern 
Pacific almost to the Kamchatka Peninsula. 
Another such arc starts Itom the southern tip 
of that peninsula, and curves southward, in- 
cluding the Japanese islands, the Ryukyus. 
and Taiwan. Geological continuity with the 
Asian mainland indicates that these islands 
have split oft from Asia and drifted to the 
east. Two smaller island arcs exist m the 
western hemisphere, where material from 
the Pacific basin has been pushed eastward 
by the lorces of plate tectonics until they 
have invaded the Atlantic These are the 
lesser Antilles, in the eastern Canbbean. 
and the barren, frigid islands that extend 



from the southern tip of South America 
towards Antarctica 

An island arc indicaiesa place where an 
oceanic plate is being forced against another 
plate, and is pushed under it. subducting 
back downward into the earth's mantle 

Once, m the earth's past, on island arc 
apparently got caught between two con 
tmental plates that drifted towards each 
other. Ever since the Meso2C*c, India has 
been dnfiting north and east from Africa, 
from which it split off at some time in the dis- 
tant past For many millions o' years India 
was an island continent, but eventually it ran 
into Asia, and has been pushing against this 
largest of the earth's plates ever since This 
pressure has produced, on the border be- 
tween the two plates, the Himalaya Moun- 
tains, the earth's highest. 

At one time there seems to have existed 
as island arc between the Indian and Asian 
plates. As those plates plowed into each 
Other, the islands were turned on then side 
What is left is Kohistan, an almost inaccessi- 
ble district in northern Pakistan, southwest 
of the Karakorum range and north of Islam- 
abad, the country's capital. Thirty kilometers 
of rock, which in most of the earth 15 arrang- 
ed vertically, lies on its side in Kohistan. 

Kohistan 15 geologically similar to the 
Bushvddt Complex in South Africa, the rem- 
nant of a much older island arc. A mere 100 
million years ago the geology of Kohistan 
might have looked something like the Alcu- 



7' 



harw of the present day. but the Bushveldi 
Complex dates back 1.960 million years Tn<s 
region, m the Transvaal, is rich in platinum, 
chromium, and other important minerals, if 
Kohistan should prove to be similar in this 
respect as well, one o< the poorest countries 
in Asia has inherited a real windfall from the 
former island arc. 



P,cklc<i Polish Rhinoceros 

Take one adult male wooty rhinoceros 
ICoehdonin anttquttatts) and completely im- 
merse in salt swamp. Make sure that there 
are oil deposits in the vicinity so that the 
animal will be preserved in a mixture of on 
and brine. Let it remain for aboutthirty thou- 
sand years, or until the heavy furry coat has 
dropped off the skm and formed a wrapping 
about the animal Remove the rhino from the 
pickling mixture, and the skin from the rhino. 
Mount the animal, using techniaues ap- 
propriate to contemporary mammals, in the 
Zoological Museum o< Krakow. Poland 

Be very careful to get the mixture exact. 

In ■I". ii.amc 1 another ■!»■ ~<:n j,-y. 

found nearby, in apparently identical sur- 
roundings, but with nothing other than the 
skeleton remaining 

Next: a recipe for freeze dried bison, a 
sample of which maybe seen m the Smithso- 
nian Museum 
nw/M** B|omH«n tsn 



Most powerful among the goddesses 
was Maeve, for whom Cuchulain's enemy 
was named. Like the queen, she was ruler 
and warrior A prehistoric mound called 
Maeve's Lump, near Sligo. was probably a 
Site of ancient Maeve worship dating from 
about 2500 BC. and was built, according to 
archeoiogisis. by the Neolithic forebear ers of 
the Celts. As mother and destroyer, Maeve 
was very much akin to the triple goddesses 
of other Indo-European mythologies, which 
were portrayed as having both a bright and 
dark side 

7h* /tawv>y of UMtnf S»"« SctioMfi. ana* Xing* 
..Sihedran l«to. Bra*- , 1981 



The Tuathn de Danaan 

The Tuatha de Danaan. or Children of 
Dana lone of the aspects of the Triple God- 
dess), arrived tn Ireland with four gifts, ac- 
cording to the medieval annual LeDor Ga- 
bale. These included the I ta fail, or corona- 
lion stone, which screamed when the right- 
ful king of Ireland put his foot upon it; the 
spear of Lug, which fought by itself; the 
Sword of Nuada. which slew its proy at the 
first touch, and the caldron 0' the Dagda. 
which perpetually kept itself full. (Lugh. Nu- 
ada. and the Dagda were Celtic gods, Lugh a 
heroic young chief tam. the Dagda a power- 
ful fertility deity.) When they landed on 
Ireland's shores, the Tuatha burned their 
ships so that the enemy might not see them, 
and that they might not be tempted 10 return 
home. They wrapped themselves in a black 
fog and marched inland against previous in- 
vaders, the Fir Boig (possibly. "Belgian 
men"), who found them on a mountain in 



Sligo. The Fir Bolg challenged them to bal 
tie, end Moytirra. the "Plain of Pillars," 
became the site of a battle greater than any 
in Ireland before After lour days, those of 
the Fit Bolg who were not killed were routed 
to the outermost islands. 

The Tuatha were also assailed by Fo- 
morians, savage creatures some archeolo- 
gists now believe might have been relics of a 
pre Celtic pantheon Timeandagam. thcFo 
morians came out o' the sea to attack peo- 
ple. Again the Tuatha fought at Moytirra 
Every warrior was asked to contribute some- 
thing to the struggle. Especially pow e rful 
was Diancecht, the physician, who said he 
would heal the slain, provided they had not 
been beheaded or had their spines severed 

Against them was the Pomorian cham- 
pion. Balor of the One Eye. His eye opened 
only on the battlefield, when four men thrust 
a handle through its lid. Once the 'id was rais- 
ed, thousands of men died from the poison- 
ous fumes it omitted During thesecond bat- 
tle of Moytirra. Balor was challenged by the 
young warrior -god. Lugh. He opened his eye 
the better 10 see his challenger, and a simg 
stone struck him in it. thrusting the 
poisonous eye out the back of his head 

After Bale's death and the deaths of 
many Fomonans. Ihe few Survivors were 
driven back into the sea. from which they 
have never emerged agam . 

lh* ftorrtmo 0* WHW. Sfm, Srfwto'S am* KHft. 

■ Sewtnun III*, B-owv W 



Stone Circles 

Geoffrey of Monmouth. British apolo- 
gist and spectacular raconteur, wrole m his 
1136 epic. History of the Kings ol Britain. 



that Merlin moved the "Giants' Dance" from 
Mount Killaurus in Ireland to Salisbury Plain, 
where it became known as Stonehenge 
AmbroswS and Uther Pendragon are said to 
be buried under it. These stones indeed 
come from the Irish-Wessex trade-route. In 
fact, if Killaurus is the same place as Kildare. 
there are several stone circles there that are 
quite similar 10 those in Wcssex where 
Stonehcngo lies 

Without considering any further what 
the uses of stone circles were or may have 
been lor what one would like to befaeve they 
were), we do know that ol the vast numbers 
of stone cMciesin Celtic countries, the maior- 
ity of large open stone circles m Britain may 
be lound an along its west coast, particular Iv 
<in England) in Cumbria and Cornwall Outly- 
ing examples are found on the east coast of 
Ireland and up north in the Orkneys 

How did those circles get lo their sites? 
For Neolithic man. water navel was often 
easier than travel through dense, trackless 
forests and swamps. Like settlers and trad- 
ers, the sees along the western shores ear- 
ned the great menhirs and dolmens to Brit- 
tany or Ireland, or to the Orkneys Along 
these shores can be found megalnhic tombs 

It is oeriam that dugout canoes were un- 
suitable for travel and trade m these waters, 
which can be extremely treacherous - let 
alone for transport of greet stones E«pen- 
ments by modern areheologists hint thai Sm- 
ber framed vessels as long as e*jht meters 
and capable Of carrying up to ten persons 
ninety miles a day may have been used. 
These boats had two advantages: they were 
easy to build and easy to beach . 

Ur ■■. i.r, Prmt 19 ' 



RlmG 
Television 



HEAVY METAL 

wd Mogul 



Oifimil Atl and SiocMa: Hxhtftl Coiten Angus 

v ' ■■ v» ■■ ism ■'■■-.- -■ 

A few years back, a new mega/me hi i 
the science fiction/fantasy stands which 
promised a lot The public was led to believe 
lhal il would contain the best m new. off- 
beat, darling adult stories and an. An 
Americanization of the French Metal Hurianr 
supposedly would delrver the finest in Euro- 
pean graphic stories, translating into English 
the stuff of wonder and amazement which 
wc had never seen before 

Unfortunately, the p'on ises did not 
quite match anyone's expectations. 

Now. Columbia Pictures offers to "take 
you beyond the future to a universe you've 
never seen before. ." The universe is the film 
Hmvy Metal, and once again, the promises 
do not quite match anyone's expectations 
Do not get me wrong - much of Meaty Me- 
tal <s very good, made up of a number of 
shot features, the trim offers a great deal of 
excellent moments. Good moments, how- 
ever, do not necessarily a good film make 

HeavyMeraVstartSoutwithabang The 
opening titles are truly impressive From this 
Splash of Colo* and music, the audience is 
whisked into a segment wnach features an 
asi i onaui who pilots a snazzy silver spotscar 
down through the atmosphere, making his 
final touchdown landing in front of his 
house. It is fairly festive, happy stuff, accom- 
panied by a Waring, but well-paced rock 
piece by the Atlanta-based rock "it 'oil band 
Biggs Upon entering the house, he is greet- 
ed by his daughter 10 whom he shows some- 
thing he has brought back from space. What 
he has brought back is a green orb which 
proceeds to consume him in a grisly fashion . 
and then chase his terrified daughter through 
the house 

The orb comers the girl in another 
room, and begins to tell her its tale It is the 
Loch-nar. the sum of all evils in the universe. 
Supposedly, its power infects all times, gal 
axles and dimensions To some it is a trea 
sure, to some a god. to others a bauble to be 
treated with no regard - but it is invincible, 
evil, and the film's narrator. 

Thus does Heavy Metal find its framing 
device. Unfortunately, it e a wee* frame 
which in the end makes no sense at all. The 
orb is all evils, and yet rarely does it do any- 
thing evil It watches over a number of 
senseless happenings, and a few silly ones, 
but it evidences very little true evil. 

Beyond the minor problems of the 
frame not living up to Us own boasts, the ma 
|0r problem is that the animation of thclramo 



is the weakest in the film Whereas some of 
the art m the various vignettes « quite good, 
every return to the frame is a clunking 
reminder to the eyes thai something is not 
quite right. 

What also is not right is the writing All 
of the stones which make up Heavy Metal 
are stock, shallow stones Outside of cab- 
driver Harry Canyon, there are no characters 
wn.cn involve us in their tale - none that we 
feel any sympathy for or particular bond 
with. Callous, empty, banal or simply medio- 
cre, the people (robots, monsters, warriors, 
druggad-out aliens, etc.) who populate the 
Wftyy .vfcra/f ilm do not concern us 




Worse than the characters, however, ore 
the tales through which they move All of the 
stones are simplistic, so much so that most 
people's reactions to even the most "fright- 
ening" sequences have been "So what?" 
Some ol the stories do not even end; they 
simply meander off into pomtlessness. with 
the green orb popping up suddenly to gloat 
over how evil it rs — even though most of the 
lime it realty is not involved in the action 

The final death kneH, however, is the 
closing story of Taama the Defender. The 
lost o' a race of -nmortats <« gods, or wam- 
ors. or leather -freaks — we're not told 
which), she is given the task of avenging a 
slam people. Taama silently accepts her mis 
sion, and then ndes out on her big cute bird 
to do her avenging She kills three men neat- 
ly, but then is captured rather easily, tortured 
by ihe villain, and thrown into a pit to rot. 
Her bud manages to escape and save her. 
She is finally confronted by the master vil- 
lain, who attaches a little buzzsaw to his me- 
chanical hand and attacks her She has a 
sword which appears to be three feet in 
length — his weapon is maybe five inches 
long - and vet he stashes her repeatedly, 
while she cannot even nick him. It takes a 
bite on the villain's leg by her bird to distract 
turn long enough for Taama to win. 

For the most pan. although the roto- 
scoping in the piece loots quite good, the 
longest segment of the movie is a dragging, 
laughable bore. 

Still, therearesomegoodbits The New 
York cabbie, the coke-snorting ak*r*3. the 
bomber filled with zombies. Captain Sternn. 
and even some of Richard Corben's Den 
come across very weal. It is only the attempt 
to rumble them all together wnich injures the 
film . The pieces picked for the film simply do 



not mesh together well The framing device 
used to unite them lalts apart under the 
slightest analysis. The rock music picked for 
the movie is competent but not inspired. It is 
mererv background which neither enhances 
nor hinders: it is ornamental, not functional, 
which, sad to say. basically sums up th* en- 
tire movie. 

Heavy Metal is an uneven, empty mo- 
vie. Like so much modern entertainment, it is 
rough, violent, sexy and colorful, but also 
gratuitous and pointless In theend. the new 
Disney release Fo* ana Wound comes across 
more favorably; since it lacks the usual Dis- 
ney brand ol sappmess. us violence becomes 
much more frightening because the audi- 
ence cares about the characters, whereas 
there isn't anyone or anything to care about 
•n Heavy Metal 

Sadly, what could have been a true 
boost for animation in this country isa weak. 

.-.;iji.--Un /ii 1,1 uri:. (nil t- .:|i-;lnrr ,\iv >'i-r> 
Hli'-:.iri-.ir.l'in li'.c.i'.i I 

Christopher John 



CHICHEVACHC **~mnlfi*~l->*<ll 

me and then backed out of the tunnel into 

the open air. 

We were on a hillside "Run!" I said. "It 
may change its mind." We ran untit we were 
near to dropping, down slopes, up slopes, 
across flat stretches ol thick heather that 
tangled our feel and tripped us finally, we 
collapsed together on the sward. For a long 
time we could do nothing but gasp in the ear- 
ly morning air. 

"The sun's coming up." I finally said "I 
think we're safe now" 

"You didn't kiH ihe monster " She said. 
There was no tone of accusation, n was iust 
a Statement 

" Are you disappointed?" 

"I'm akve. That's enough." I looked ai 
her appraismgly for the first time Despite Ihe 

•. ■-..i" :-nu ::!. ■;■ .vr .- :l l',r- ili-'W.fel l.iir 

so thick with d<rt that I couldn't tell its color, 
she was quite attractive. "I've a horse at the 
inn in town," I said "Your husband « prob- 
ably still riding for Caerleon. With luck, well 
be able to meet him on the road when he re- 
turns with Lancelot " 

"Lancelot?" 

"Surety you've heardof him He'soneof 
Arthur's better knights His methods are 
more orthodox than mme. " 

She took my hand again "You needn't 
worry that IH tell my husband of your 'unor- 
thodox' methods. In your own way, you did 
rescue me. For thai, I'm grateful " 

And she was. she really was. She lay 
back on ihe grass, smiling up at me. smiling a 
very peculiar, very gratelul smrfe How could 
Irosistsucharequest? 

A close brush with mortality >s a fine 
remedy for any delusions of morality thai a 
person may harbor My quest was more Suc- 
cessful than l had hoped Further. Lancelot 
wiu be only too happy to "finish" trie |Ob by 
searching out and slaying Chichevache. He's 
good at thai sort of thing. And in that way he 
can get his honour back without having to 
cleave my skull. Oh. he won't see it that way 
at first, but I feel confident that I can change 
his mind. Each sort of virtue has its own 
reward ■■ 



Mediq 

Continued Next Year: 
Stay Tuned for Part 1 1 

The flip- Hop is probably the most ironic 
and regular come- uppa nee mechanism in the 
universe Harlan Ellison asserts that he is 
very much in business as a writer of fantasy 
fiction since reality sod fantasy have flip- 
flopped, occupied each others' positions, in 
'hel9?0"sand80's 

it is also a convenient way to describe 
how the thrusts of programming for televi- 
sion and tor film have swapped places in the 
space of the past decade The chess pieces 
of the game responsible for this switch can 
be jargonized as SequeMhink. MiniS«rieS. 
and a concept that goes a little further back, 
the Big Lie While theatrical films try to go 
the TV route with sequel after sequel, the so- 
called TV "mm>-ser«s" attempts to identify 
with a film-like "epic" format — for a medi- 
um frightened witless by true epic scale. 

Independent fictional narratives for film 
are lindmg less and less shnlt at the bo« of- 
fice recently - at least. ■! seems that way 
(lacking a conspiracy m some dandesiine 
meeting-cell beneath Hollywood's corridors 
of power) Despite 1961's record grosses for 
summer films, the paucity of original screen- 
play material is massive: if you don't believe 
it. just check out how tho barrel is scraped to 
fill that category, como Oscar time. Most 
screenplays llei's face it) are en tier stolen 
from written fiction ("adapted"), stolen from 
other films (i.e.. the tidal wave of imitative 
garbage that came in the wake of Star 
Wars), are remakes of oldster favorites ("up- 
dates"! or are sequels to previous track stars. 
Tho series approach has recently become a 
vogue noi only m film, but in genre publish- 
ing: in both cases, chrysalid story concepts 
are waived in favor of something possessing 
a financial history that the moguls who con- 
trol both industries can trust. 

Does anyone remember what the an- 
thology format did for TV drama? It produc- 
ed the larger part of the medium's most time- 
wortny work There are few continuing - 
character series (excepting that old standby, 
the western) that have lasted as long m syn- 
dication as have Outer Limits and Twilight 
Zone, yei somehow the anthology series be- 
came voluntary outhanasa for TV produc- 
ers, who became convinced viewers desired 
characters with whom they could identify 
week after week. But the idea of "audience 
identification" has become corrupted, today, 
it means exposure to series characters who 
repeatedly do things so stupid, or so amoral, 
that the viewer is compelled to watch the 
show regularly 10 reinforce his own self- 
mage in the face of fairytale excess. 

The sister concept is now dying out in 
film The ugliest tradition — initiated, unfor- 
tunately, by Coppola's Godfather films - Is 
the production of sequels so devoid of indivi- 
dual identity thai thov are assigned mere 
numbers lo differentiate them Halloween II. 
Friday 13th II la lampoon. Saturday the l*th. 
s upcoming I. Superman III. adnauseum 

To try to consider the TV flip side of this 
phenomenon seriously is laughable, since 



not one of the mini-series that chased the 
success ol Roots has ever succeeded in 
evoking the scope ol a theatrical Mm - 
though they can ape the lavish monetary 
waste of the big guys. It Is not rust ihe phy- 
sical limitations of TV as a viewing device 
that crushes the comparison, but the water- 
ing-down of drama and the shameless pad- 
ding of soap opera staples that must inevi- 
tably cater to the dictates of standards end- 
praences - ihecensors 

Likewise, "serial" films deal m progres- 
sively blander plot coinage to avoid diluting 
their mass appeal, censoring themselves in 
pursuit of the atl-important PG rating. As 
with TV series, substance is overridden by 
pyrokmetics. and even these are rarely con- 
elusive, since there's always another episode 
yet lo come. Best of all. one film is often a 
multimillion dollar commercial for the next 
film in the serial. 

Of course, film serials are nothing new. 
either But the difference between pulpoid 
bill - fillers like The Purple Monster St/ikes and 
today's episodic wonders is that the former 
did noi operate by plotting rules outmoded 
by some forty years, while current potboilers 
exhibit no sense of disproportion whaisoever 
at putting technical polish and story nean- 
derthalism side-by-side. This is where the 
Big Lie steps to center-screen, assuring The 
viewer that the same old song 'n' dance is 
something dynamically 'rrjsh and revolution- 
ary. Failure 10 recycle film chaff horn the war 
years interestingly can be defanged by the 
hoary "homage" defense: success with 
unoriginal elements can similarly be excused 
by the warcry: "Well, ain't we wonders; we 
must've stroked some Common Chord in the 
Great Amencan V wing PuMd" 

Broadly Speaking, then, a Startling num- 
ber of new fiimsareoW films — if not straight 
sequels, then follow-ups to the books and 
prior films to which they owe there exis- 
tence Many such film try to key the "time- 
less" feel by referring to themselves in clas- 
sic, genre-book terms Superman is announ- 
ced as a "trilogy." like the Omen films, and 
Star Wars, with its characteristic overkill, is a 
trilogy of tmogies. Episodic TV has been 
defined as "shows at the end of which 
everything must be as it was in the begin- 
ning." and since current TV steals source 
material even more freely from movies, the 
dividing lino between them gets ever foggier 
The serial imperative governs more produc- 
tion dollars lately, victimizing original 
screenplays. 

Serial films are the kind that "key into 
and reinforce the subconscious imagery that 
forms the cultural matrix of mass psycholo- 
gy." according to Norman Spinrad, as op- 
posed to "the kind that calls your attention to 
what's really going on — and freaks people 
out." 

And what were those record -grossing 
summer films? Wham, bam: Superman II 
and Raiders of the tost Ark With movies like 
these accenting television approaches, the 
presence of advertising on theatre screens 
becomes |ust a little bit creepy. 

David J. Schow 



A 



Books 



Starcptnner, Dale Aycock. 

Leisure Books. 52 25 

The House Between Worlds. 

Marion Zmmer Bradley. Del Bey Books, $2.50 

Systemic Shock. Dean Ing, 

Ace Books. 52 50 

Dream Park, Larry Niven & Steven Barnes. 

Ace Books. 5695 tirade paperback) 

Octagon. Fred Saber hagen. 

Ace Books. 52.75 

Their Majesties' Buckets***. L. Neil Smith. 

Del Rey Books. 52 25 

Schrodinger s Cat 111: 

The Homing Pigeons. 

Robert Anton W>«on, Pocket Books, 52 50 

Shadow ol the Swan, VI. K Wren, 

Berkley Books. $2.75 

According to Alexei Panshin. there was 
a time in the late sixties when everyone 
seemed to be writing stones about funny ro- 
bots These days, everyone seems to be 
writing stories about gaming. It will be inter- 
esting to see whether this is swnpiy I he fad of 
the moment or an enduring trend 

The first of these stories is LBrry Nrven 
and Steven Barnes' Dream Perk. The Dream 
Perk is a conception which should excite the 
imagination of every FRP player - an 
amusement park where customers may 
spend days or weeks as pan of a program- 
med adventure Holographic technology and 
a plot-line conceived by a "Game Master" 
are used (o produce a convincing adventure 
to enthrall the imagination of the players 
The adventure takes place on a 128-acre lot 
that has been elaborately set and program- 
med by the staff of the amusement park at the 
direction of the gamesmaster. The cost to 
participate in an adventure « rugh, but the 
amusement park makes most ol its money 
oil ihe movie and enieriainment rights from 
the adventures it runs. 

The plot of Dream Part is a mystery on 
two levels: first. There is the mystery of the 
adventure to soivo Dream p«rk adventures 
are what FRPerS call "pocket universes", 
they each take place in a universe sei up by a 
gsmesmasier for the purpose of running a 
single adventure, each universe having rules 
and restrictions of its own in addition to tak- 
ing part in the adventure, the players must 
discover and apply the magical laws that 
operate m thai universe. In Dream Perk, the 
universe is derived from the mythos of what 
has to be the most absurd cosmos conceived 
by tho mmd of man - that of the Cargo Cult 
I witch doctors magickmg Sikorsky helicop- 
ters out of the sky and so fonhl A group of 
malevolent Cargo Cultists have taken over 
most of New Guinea and now threaten to 
conquer tho rest ol the world. With the aid of 
Ihe last remaining dee tribe ol the island, the 
muepid European adventurers must recover 
a secret weapon from ihe Guincans and 
make the world safe once more for democra- 
cy. \ Raiders of the Lost Archtpetago?) 

On another level. Dream Park is a mur- 
der mystery One of the staff members of the 
park has been murdered and a secret techno- 
logical discovery of the park's owning cor- 
poration stolen The Cruel of Security lor 



Dream Park must discover ihe culprit and re 
cover ihe Invention; at evidence indicates 
that one ol the adventurers has commuted 
the deed Thus, the Chief must join the ad- 
venture end play in n while attempting to de- 
termine Ihe identity ol the criminal. 

Dream Perk is Niven's best novel m a 
long lime. It shows flair and imagination not 
evident in. lor example. The Magic Goes 
Away: the mult Move! plot is more than Intri- 
guing enough to hold Ihe reader's attention 
Too. Ihe premise ol the adventure is eioup 
tionaty funny, though Nrven never plays n 
for laughs. Ail told. Dream Park is even 
worth ihe cost ol ihe trade paperback 
{wt*ch. thankfully, is not padded out with 
bad arias so many oiher trades seem to be) 

Octagon is Saberhagen's gaming novel 
li deals explicitly with Sranveo. Flying Buffa- 
lo's popular play-by-mall science fiction 
game (though Saberhagen renames Flying 
Buffalo "Berserkers, Inc "I, The protagonist 
is Alex Barrow, a man recently out of the 
armed lorces. who goes to visit he uncle, 
Robert Gregory Gregory has made his for- 
tune m computers and applications, and in- 
troduces Barrow to the game ol Siarweb. 
Gregory wants to covenly contact en okJ 
("end In New Mexico, and sends his nephew 
there. ostensibly lo visit Berserkers, Inc., to 
sound them out about investing in the com- 
pany (something Rick Loomis would. I'm 
sure, be happy to have happen). 

Barrow decides to take over a position 
in a Siarweb game, and shortly discovers 
s killing his opponents. While 
d wi|h a friend, a robol enters his 
;ompani 



g ihe wrong ir 



iduai. I 



n (lees Ipi 



shortly sought by the poll 
connection with the murder. It becomes 
dear that the Siarweb game. Gregory and 
his Iriend in Mew Mexico, and the murders 
ere ail related Barrow must discover what's 
going on while preserving his life - no easy 
■ask when all the computers on Ihe planet 



inked i 



> but 



against h.m. 

Octagon is a good mystery novel which 
explores a rather interesting theme the idea 
thai a clever programmer can manipulate 
records and programs m our computer-bas- 
ed world to his own ends. Saberhagen's 
prose in Octagon is somewhat livelier than in 
ho previous slyle-neuiral novels — evidence 
lhai he continues lo develop as a writer. 

Marion Zimmer Bradley's Ihe House 
Between Worlds also deals with gaming, 
though less explicitly than Dream Park or Oc- 
tagon. The protagonist. Fenton. is a gradu- 
ate student in parapsychology experiment- 
ing with drugs which might trigger paranor- 
mal responses The drugs, in (act. trigger out 
of body experience, fenton discovers thai 
while out of Ihe body he may travel to 
another universe as a "tweenman," a ghost 
with limned ability to manipulate solid ob- 
jects. The universe 10 which he travels proves 
to be a sort of Land of Faerie, inhabited by 
an given people called the Ailar They are 
under attack Irom a third universe linked 
both to their own and to ours; should the 
third universe's attack be successful, our 
own will also come under attack Conse- 
quently. Fenton must act to save both the Al- 
tar and earin. Simultaneously, he musi deal 



with his own initial disbelief and that of his 
co-workers in parapsychology. 

Gaming enters when fj is discovered 
that a somewhat nebulous group o( guardi- 
ans guard the gates between worlds to pre- 
vent the use of the gates by one world 10 In- 
flict aggression on another. To while away 
Ihe time ihey Inaturally) play DBD. Ihe pro- 
tagonist speculates thai they might have in- 
iroduced D&D to our world in order 10 gain 
helpers and acculturaie people to the idea ol 
fantasy and multiple universes. (One won- 
ders how Gygax and Arneson would feel 
about ihis possible threat to their copyright I 
The House Between Worlds is a plea- 
sant (antasy with more action than is usual in 
a Bradley novel Since Bradley stopped writ- 
ing Darkover stories, her writing has suffer- 
ed; she hasn't been able to develop a theme 
as interesting as Darkover. In Moose, she's 
discovered her voice again. It Is recommended. 
L. Neil Smith's Her Majesties' Buck- 
eieers is a very nice book which you should 
purchase at once. It takes place on the planet 
of Sodde Lydfe. in particular ihe Empire ol 
Great Foddu. specifically the city ol Maihas. 
all o( wfxh are inhabited by a irisexual 
iripedal race called Ihe lamviin. The pro- 
tagonist is My/rrymsiWOfteWoom,asurmak* 
(third sex) paracaieurisi (doctor) in the ser- 
vice of Their Majesties' Buckeieers la civil 
service which combines the functions of 
policemen and liremenl. The technology is 
19th Century or early 20th; gas lighting 
>Hy replaced by electricity, the 
jmobilesareoniheroad. 
otdu Bizmou, a reknowned 
itural philosophy, is blown up 
ile giving a lecture on the sub- 
isronism levplutionl. a heretical 
idea. (Descended Irom cac- 



sbeen n 



)eci of ascer 
and unpopul 



Mav. with Myrrty as 
ed to the case and ir 



II) I 

1 compani 



icted h 



sreassign- 
ethen 



Bucke- 
talking 



1 the pre 



s of scientific detection and 
deduction to solve it And solve it Mav does, 
with ihe flair of a Holmes. 

Buckeieers is an appealing novel, for 
three reasons: first, the characier of the ali- 
ens, who are very human while remaining 
very alwn; second, the Victorian character of 
iheir civilization, and third, the apparent 
verve and enjoyment with which Smith 
writes. It also has the advantage thai Smith 
has apparently decided thai preacl 
the best way to get his ideas acros 
leers contains fewer long passagi 
about pod lies than Smith's provioi 
The single such passage — In whic 
tagonisi discusses evolution with t 
bigot - is. in fact, enjoyable rather than 
deadening Smith is improving. 

Dean Ing's Systemic Shock is a World 
War in novel. Actually, he calls it WWIV. but 
WWIII is depicted as a one! exchange of a 
single nuke apiece between the Soviets and 
Iho Free World WWIV is the biggie. Ihe one 
where no holds arc barred. 

Systemic Shock is primarily a novel 
about technology, in ihis case about the 
technology ol destruction. Ing depicts the 
effects not only ol Ihe devastating weapons 
we have already developed, but ones sure lo 
be developed in the future — biological, 
chemical, airborne and submarine. Ii has a 
pk>i to be sure Ted Quantrill is on a hiking 



expedition ir 


1 ihe Appalachians when the first 


strike hits, ai 


id manages to avoid both ihe in- 


iliel radiatior 


and Ihe initial pandemic. 


One ih 


ing leads lo another, and he 


winds up in 


rVWIV's equivalent of the OSS. 


his primary 


mission being counierinielli- 


gencewiihir 


1 the US Naturally, this consists 


mostly of 1 


issassi nations ordered by an 


American gc 


ivernment becoming mcreasing- 


ly tyrannies 


1, as governments tend to do 


under the pressures of war. 


Despite 


the vagaries of the plot, it is 


clearly incidi 


intal to ihe main purpose of the 


novel: lo lell 


Ihe story of WWIV. While Ing's 


technology 


is interesting and his history 


makes for fi 


ttcinsting reading, the book is 


not las Dan 


ion Knight claims on us cover) 


tembty "plausible ." There's a i.m,i to how 


much batter i 


ng a nation can take and contin- 


ue to fight. , 


ued the destruction wrought by 


a full-scale n 


jelear attack would cauSt havoc 


orders of magnitude greater than thai inflict- 


ed by any pr 


svious war. To expect any coun- 


try to coniin 


ue to funcnon ai ihe level posit- 


ed by Ing H 


; simply silly. The fact thai the 


story is less 


than plausible does noi distract 


from ils valu 


e. Systemic Shock is still en in- 



ing bool 



the fat 



Robert Anion Wilson's Schrodinger's 
Cat III: The Homing Pigeons is the third m his 
hilarious, philosophically insightful, and bi- 
zarre series The three novels all deal with 
modern physics, episiemology. alternate re- 
alties, and witchcralt, m which Wilson be- 
lieves (or professes lo bei«ve). All three 
novels lake place in an alternate universe 
(and some variations thereof! which is similar 
to our own . Viewpoint jumps Irom characier 



universe, events C 


not occur soq 


jentially 


but apparent , a-i- 


ndom. 




All of this is m 


ttni to illustrate Wilson's 


assertion that objet 


; live reality does r 


ol exist. 


that the observer 1 


rilluences reality 


through 


his observation 


Wilson is aitem 


Dting to 


generalize from tl 


ie Uncertainly Principle 


(which says some 


thing ol ihe son 


> lo the 


macroscopic world la philosophKa 


lly mter- 


estlng but scientifically dangerous 


Ideal In 


essence, he claims. 


we each live in a 1 


-eelitydf 


our own construe) 


:ion which intera 


cts with 


the realities of others, bul no object 


te reality 


can or does axht. 


Telling a story i 


n a *s- 


joinied manner, ji 


imping Irom mir 


idsei to 


mindset is thereto" 


1 rather natural. 




Schrodinger's 


Car / dealt prima 


"ly with 


Ihe anthropological idea I hat humai 


1 beings 


arepnmaiesandlh 


at human societies exhib- 


■I many of the fee' 


lures of primate behavior 



which r 



e c 'in 



Schrodinger's Cat II dealt mostly with Ques- 
tions of epistomology. Schrodinger's Cat III 
considers the Question of value: what gives a 
good or service value' What societal con- 
sideranons give money value? Wilson's con- 
clusion, of course, is thai it's all a magnifl- 



Schrodihger's Cat III proves once again 
Wilson is one of the besi and most inier- 
wriiers of whom science fiction can 
Above I've made it sound like the 
uellectually lough sledding, and in 



;:,:■;, 



I. At the 



i.-. 



ceptionally funny. Wilson's style is unique 
(though heavily influenced by Joyce), his 



Games 



Star Patrol 

Pnlfjn: M<ctuiM Scou Ku<wk. HtK'lanO Ru»o 
W page luto booklet, iwo 22' * 34" 0«il«rt, *hool ol 
o-rdbovil cul-oul irguiM. 8 poMwdifll (hot, boa. 
Gvnetcmncu. »15 00 

As tf lo perveisely refute a lime-honored 
diche. many role-playing games can bo 
fudged bv Iheir covers. Consider iho siarry 
sky ot a bleak, forbidding planet A space- 
ship, bound elsewhere, streaks between 
three orange and yellow moons Three fig- 
ures dominate the foreground a short, bi- 
pedal feline, a human male, and a human fe- 
male. All are firing energy weapons, though 
in widely disparate directions. The green- 
goggled feline, clad in loincloth, plays the 
noble savage to perfection, snarling his rage 
at the unseen enemy The helmeted man re- 
acts m either shock or anger, and protectively 
drapes his arm around the woman. The 
woman, whose red hair rs unbound and 
whose eyes are unshielded, spons a demure 
exposure of cleavage The emblem ol the 
Star Patrol - whatever that is - ssuperim 
posed in halo above the man's head 

We can ignore the woman, who is pic- 
tured for the benefit of adventure gaming's 
largely male clientele, and we need not 
search for Freudian implications in any of the 
facial expressions, as the cover is drawn in a 
style which does not allow tor the ready in- 
corporation of subtle psychological implica- 
tions The use o' weapons, however, ishigh 
ly significant. This motif indicates that me 
combat system is intended to serve as the lo- 
cal point for most adventures That the 
woman's energy weapon fires a blue ray and 
the man's a red one is a more cryptic clue 
The guns are not part of a his-and-hers set, 
as the feline's gun also projects red; there- 
tore, the color differentiation translates to an 
extensive weapons 1st. That the feline is as 
prominent as the two human characters in- 
forms the players that non-human charac- 
ters are possible in the game and, in some 
cases, encouraged 

The essence of the moons and the un- 
earthly landscape are obvious symbols for 
star and planetary generation systems. 
(There is no graphic reference to the empha- 
sis on planets, but surely carbon -based life is 
not expected to frequent stars I The absence 
ol any sign of civilization corresponds to a 
lack of rules for population centers and inlor- 
being interaction The design of the space- 
ship - thankfully not the usual phallic sym- 
bol with fins - shows superior taste end pre- 
views an interesting ship-to-ship combat and 
movement system. The Star Patrol emblem 
misleads us into thinking that all campaigns 
necessarily exist In a similar universe; the il- 
lustrator should have realized that artistic 
license has no place in symbology. 

This picture's thousands words are ex- 
hausted before the game has been adequate- 
ly described. Sur Paiml is a rather spate col- 
lection of loosely connected subsystems 
These systems are often charts and tables 
explained by the simplest of rules. The de- 
signers do not appear to have made any real 



effort to gather the various parts together, 
and have left pulling gaps in the overall 
structure (Computers, for instance, are vir- 
tually ignored, (hough robots - which are 
no more than speciaiirad computers with 
mechanical attachments - can be used a* 
non-player or player characters.) The ration- 
ale for the game's future also seems curious- 
ly undecided, veering erratically Irom 'hard" 
science fiction io space opera and back 
again There is nothing intrinsically wrong 
with combining those two science fiction 
genres; it just has 10 bo done mote carefully 
than it has been here, whal with the operatic 
elements Impairing the credibility ol some ol 
the scientific extrapolations. 

The simplicity ol the design is, in many 
ways, a strong point It makes the concepts 
easy to absorb, excuses much of (he obscuri- 
ty in the rules writing, and offers a refreshing 
contrast to the convolutions of sevotol other 
role-playing games. (I (irmly believe that the 
theoretical "beat" role-plaving gam*? will 
havea minimum ol rules to allow a maximum 
of role-ploying. Yet, I continue to design 
more or less complex role-playing games.) 
However, the game is unsatisfying as a 
whole, because the referee is forced to in- 
vent his own solutions to far too many basic 
design omissions. A simple role-playing 
game should serve as an introductory vehicla 
for the novice Not so with Star Patrol. 
which assumes an impressive, instinctive 
grasp of the ins ands ouis of rote-piaymg on 
the pa rlo( the players. 

The character generation system uses 
the traditional six characteristics railed on 
three six-sided dice Strength, dexlenty and 
constitution define the character physically, 
mentality (read intelligence) and personality 
(read charisma) define him mentally; and 
luck gives the referee an excuse to exincate 
the character from the more awkward situa- 
tions into which he blunders A series o* per- 
centile rails define everything from locomo- 
tion (you loo can be a hexaped) to penod 
(read technologica: level of civuiration ol 
bir(h) to home world giavity to extraordinary 
powers A special capabilities lable allows a 
character to have "cyborg replacements," 
psionic powers, and heightened natural son- 
sory equipment. The problem with the ran- 
domness of this system - philosophical quib- 
bles aside - is that peculiarities such as 
trisexual humans with the abilities of mind 
control and of seeing the infrared part of Ihe 
spectrum occur without explanation. K the 
system is io reward the better dice-roller (an 
evil hardly unique to ihis game), it should ex- 
plain why his character is whet ii is. Suspon 
5*on ol disbelief is as essential to role-playing 
as its to fiction 

The professions are, basically, char- 
acter classes. Soldier, engineer, scientist, 
astionaut and other (read lack-ol- other -1 our - 
trades! are further divided into ten skills 
each, with some overlap. Players who hope 
lo emulate such stock science ficlion charac- 
ters as the factor (Poul Anderson's Nicholas 
van Rijn). the spy (Anderson's Dommic 
Flandryl, or the diplomat (Keith laumer's Re- 
tiel) wJI have to invent those professions 
dam scratch. This lack is especially perplex- 
ing, as Anderson's novels are cued in the 
bibliography The players will not be much 
better olf oven it they do choose one of the 



regular professions. Though progression in 
skill levels is carefully and well explained, the 
use of skills is covered for only about one- 
fifth of them. 

Creatures and robots are generated in 
roughly the same way. the series of rolls de- 
termine general (unction teg., janitor or om- 
nivore) and what amounts to combat capa 
briities. The choice of robol attributes is pret- 
ty good; however, the concept ol completely 
randomly generated robots is a silly one. 
Robots are machines (and ccnputersl made 
by man tor specific uses. Janiior robots are 
not going to be found out on ihe mesa, and 
robots with air cushion locomotion aro not 
designed for the oftlce building. This prob- 
lem repeats throughout the design the chart 
and table oriented systems suffer from in 
ternal illogic. which could have been remedi- 
ed by staggering rolls in succession 01 by 
providing guidelines as to what combina- 
tions of attributes are permitted or suggested 
for play. 

Creature creation is objectionoble for a 
wholly different reason. The end product is 
indistinguishable from a monster generated 
for D8D. Magical powers are now passed 
off as the wonders of evolution, which 
means we get such Saturday night specials 
as fire breathing, mind lures, energy and life 
force absorbers, elc There are far more 
plausible - not to montion strange - abili- 
ties which are Iruly wonders ot evolution, 
and they don't all happen to have combat 
usefulness. 

I am also dubious about characters 
coming into constant contact w»h potential- 
ly dangerous creatures that have to bo blown 
away or stunned H we accept ihe premise 
that hie has evolved on eniremoiy few plan- 
ets, then the beasties proposed by iho crea- 
ture creation system will be incredibly rare. 
To propose thai player characters, out ol 
several trillion sentient beings, shall fmd 
more than one of those lifeforms during a 
decade - let alone a year - a a statistical 
absurdity If ihe characters must do battle, 
let them lake on other sentient beings Such 
beings can be inlmitely more nasty, more in- 
teresting, and the trap of odapting a fantasy 
molit unsuilod lor science tiction is avoided. 

Pslonics may woll be an inevitability in 
science ficlion role-plaving games, though 
they, too. are probably loft overs from fan- 
tasy The human brain produces an extreme- 
ly hmiied voltage, which could allow lor clair- 
voyance or telepathy, but makes teteportation 
and telekinesis hard to explain as anything 
but magic. Precognition is a gallon drum of 
worms, its existence presupposes Oilher 
predestination or limited futureward time 
travel, which are fascinating topics which 
have loo Utile lo do with the merits of Slur 
Patrol to be worth putsuing ai present. Sul 
tice io say thai the psiomcs system is the 
most unonginal one to be found in any sf 
role-playing game, and is quite functional 

The character movement and gravity 
systems are quite realistic, and do not chew 
up vast amounts ol playing time if a calcula- 
tor is at hand Both are more detailed than 
they could have been, but this is the puce 
paid tor emphasizing the combat system 

The text prefatory io the combat system 
ingenuously informs the reader ihat the best 
adventures are those that stress problem 



solving in lieu ol danger, which lefts him im- 
mediately that the combat system is the 
au. ol ihe game II ft* designers have 
skimped on any portion o' the rules, they 
more than make up tot it here They suc- 
cumb to the fantasy syndrome of tfying to 
catalogue every known weapon tn existence. 
Starting with roe* and club The mechanics 
are not unlike miniatures' men-to-man com- 
bat rules, encompassing initiative, encum- 
brance, hat points and AFV's of all shapes 
and sues Payers who >*e to vary the meth- 
ods by which their aggressive instincts are 

i*: ''-'I ''. in' -■"■;■■[!>■ iv n- "ii' -i.r.-i- for 

.: ong while 

The siarship combat rules are easily one 
of the strongest features ol the design, its 
antecedents are ■ n Lou Zoccftt's A hen Space 
(which is also published by Gamesciencel. 
though this version benefits from ten years 
o' sophistication tn design techniques Play 
is on a large. Ilat Surface Isuch as a floor), 
shio movement is handled by a vector ruler. 
wt"ch is easily the most elegant solution 10 
the two-dimensional vector problem (and 
could work for three dimensions, as soon as 
„, ■,,,,.-, .,. — ,i : i|, : ,-- v !■ uc ■,: hi a ,- p ni:,- 

play keeps track of the various locations and 
their damegestates; a ship is generally elimi- 
nated by the loss of. say. the Me support 
system than by being smashed into nty-btiiy 
piece* The texi -near is the rather amusing 
infotmation that one should move the ship 
model at least 670.8 meters when it lumps 
the minimum distance in hyperdrivo The on- 
ly real drawback players might have with 
these rules >s lack of access to a working 
calculator. 

The care and handling of starships is 
Oscussedatlengihand. to be fair, the ration- 
ale is the equal of or better than its counter- 
pans m any other science fiction rolc-ptaying 
game Whai ■$ never answered, as usual, is 
how itinerant adventurers ever gain com- 
mand of a destroyer and maintain their 
authority 

Stellar and planetary generation sys- 
tems are always in danger of becoming obso- 
lete simply because those scientific theories 
are in a state ol continuous change. Now 
that Universe and Siar Pauol nave attempt- 
ed to reach current state-of-thought, we can 
evaluate sf role-playing games as simula- 
tions, rather than twarre reinventions of 
science Both games make about the same 
number of factual errors iSrar Panel's major 
la*ng is that it does not allow for anomalies 
like the Alpha Centaun systeml. but Star Pa- 
trol a much mora ambitious in scope. Uni- 
verse has tremendous visual appeal Take 
your pick. 

Lastly, there Is a scenano generator of 
sorts. The mistake of being too detailed is 
avoided tthe referoe must bo given some 
room to exercise his imagination), but Travel- 
ifc'eTibodiesiaf supenoi ttotk in -'- |SnM 

The designers borrow extensively from 
popular science fiction, including such di- 
verse data as Slaver disintegrator statistics 
and Merseian characteristic modifiers. This 
is cerwjn to please sf literature bulls (all 
sources are acknowledged I. who may now 
confure with semi-official statistics for the 
croationsol their favorite authors. 

The tot of the rules often degenerates 
into a debauched fifih cousin ol the English 



language, with occasional breaks for comic 
relief. Keith Laumer's Groaci "wear agile 
socks": a character with the thermonuclear 
skill can "trouble- shoot thermonuclear sys- 
tems. |ury-rig failsafe goer, create now sys- 
terns, and so on." Lessee. I take my lead- 
coated hairpin and. . . 

The interior an is endearingly cartoon- 
ish, depicting the best in 1930's anthropo- 
morphs (including some cats with which 
Bugs Bunny would gladly shareequal billing) 
and bug-eyed monsters. Also featured is the 
slowest missile ever fired. 

Star Parrot is a failure as a game, largely 
because of its incompleteness The design- 
ers display flashes of brilliance and a latent 
lor elegant develcomeni. but much too infre- 
quently 10 make this a useable game. His an 
excellent collection of ideas for sf rote- play- 
ing, and I would recommend it highly to 
someone interested in an accessory for Tra- 
veller. Space Opera, or Universe. Role-play- 
ing is an elastic enough genre io permit a 
game to fail at us stated goal and to succeed 
as something else. 

Some readers will undoubtedly com- 
plain thai covers to other role-playmg 
games, perhaps Traveller, are well nigh un- 

.Pooh. 



Arms Law 



SpsNLaw 



* 24-moo nM lw*Wni. 8 dvm tfm». bo>. 117 SO 
»on Ciown frwiw. ii 50 |M wcisyn 

It was only a matter of lime, looking 
back at the whole dreary business, before 
some role -playing company contracted War 
in Europe disease. The fust oulbreak occur- 
red in the sleepy Great Lakes town of Lake 
Geneva, where TSR Hobbies infected 
enough growth hormone into DttD to bloat 
it into Advanced 060, spanning no less 
than five volumes The next outbreak came 
in New York, where Grog Costikyan and 
friends sei to work on a rules set to dwarf the 
Encyclopedia 8/iiranica (Delivery has been 
promised before the turn of the millenium.) 
Now, there is talk of a statewide Quarantine 
In Virginia, where Iron Crown Enterprises 
IICE to its cash customers) is methodically 
releasing one Sub system per year for a 
mammoth fantasy role-playing game. These 
three diverse entities have wholly succumb- 
ed to the "bigger is best" syndrome. 

The Arms tew system is actually a hy- 
brid by birth. Itowesaiarge debt to the long- 
running "how to do a 'realistic' fantasy com- 
bat system" argument. Spell Law's ancestry 
is a bit more nebulous: there has always been 
a desire to do the "perfect" magic system, 
but very lew have inveighed against the Van- 
cian concept of magic Iwhich was borrowed, 
m part, for DSD) asa bad thing. 

Arms law is. surprisingly, an uncompli- 
cated combat system with a very strong 
wargame flavor. The detail is confined to a 
separate chart for each weapon, which in- 
cludes the effectiveness of that weapon 
against each ol tho twenty dillerent typos ol 
armor. For pa.n end misery fans, the package 



is rounded out by the typical gruesome set of 
cttitlcei hit tables 

The sequence breaks with tradition by 
placing magic in the leadoff spot IMagic is 
usually placed last as a balancing mecha- 
nism, proficient magicians are generally the 
most powerful characters to play I A good 
number of spells must be prepared in the 
course of several rounds, as we later learn in 
Spelt Law, but there are plenty of useful 
spells which can be cast with no waiting 
time. Then come missiles, preceding move- 
ment and hand-to-hand combat, in that 
order. Finely, characters orient themselves. 

Or«niahon is a worthwhile innovation 
for fantasy combat. A character must try to 
orient himself when waking from sloop, after 
suffering a hard blow to the head, after tale- 
porting into Ihe middle of a melee, etc. A 
character who faes to orient himself freezes 
or fails to react to a threat of which he might 
have been peripherally aware Isuch as a sud- 
den attack from his rear) This is not, per- 
haps, a painstakingly accurate re-creating of 
shock and the general confusion of battle, 
but short of the real thing, n a more readily 
acceptable 

The maneuver mechanism works in a 
sm*ar fashion. The releree judges the diffi- 
culty of the player character's intended ma- 
neuver llrom "easy "to "aosurd"l, and then 
roUs to see what actually happened. As with 
othw parts of these two systems, the range 
of results is lairty predictable il a roll of be- 
tween 06 and 95 is assumed The low and 
high end rolls cause spectacularly successful 
and abysmal results. Thus, a character who 
rolls less than 06 when attempting an absurd 
maneuver Is likely to kill himself In an ex- 
tromely ombu-rassmg manner. 

The actual combat mechanics are typi- 
cal offense- adds /defense-sub tracts percen- 
tile r*co-roil readouts. For those who have 
not stuOed Advanced Role- Playing Gobble- 
dygook. this means thai iheattacker roBs tho 
chce, adds his nei modifier ilor weapons, 
skill. Quickness, etc ) and then subtracts the 
defender's net modifier. The appropriate 
chart is consulted, any damage recorded, 
and the two have ai it again. Unusual rolls re- 
quire that special charts be consulted 

Damage comes in two different forms: 
concussion and critical hits Concussion 
hits, as the name implies, eventually result in 

..... „,. .,„..,. ... ..., -.,.,.„„ ,,.,.„ ,,.... -, n ,.-. 

hits do all sorts of unpleasant things to tho 
victim, and are best not discussed m front of 
small children, nervous people, or after hear- 
ty meals. 

Arms taw claims to bo a step forward in 
the field of realistic medieval combat It doc- 
uments Ihe differences of spetahc weapons 
versus specific types ol armor, but (here are 
enough minor errors to keep it well shy of 
perfection. Swords are listed as having an 
average weight of around 7 pounds; general- 
ly, the straight sword about 3 pounds, or ap- 
proximately ono-fiftieth the voders body 
we^jht. (This piece of rmsinformahon lloats 
around in many supposed authoritative 
books on the subject. ) Full plate is an invita- 
tion to be knocked unconscious, and is far 
worse than half -plate in this respect Assum- 
ing ICE'S and my definitions of full and half- 
plate are the same, ihet numbers aro ex- 
treme. The voluminous padding inside a full 



plate suit made heat prostration the greatest 
AltM to the occupant, excepting a skilled 
opponent. Despite these and other minor ob- 
jections. Arms Law is certainly the most 
technically accurate medieval combat 
simulation on the market. 

The haws in the play of the system are 
not so easily dismissed The first is iho need 
(or constant reference among forty - lilty 
when SpeH Law is used — charts. The most 
convenient arrangement, h which each play- 
er is entrusted with the charts for five or 
so weapons whilst Iho referee retains the 
critical hit and summary charts, still requires 
an annoying degree ol paper shuffling in the 
midst of a game Secondly, though there are 
rules for how chaiaciers attack monsters, 
there are no rules for how monsters attack 
characters Short ol the bizarre spectacle ol 
a dragon grabbing a sword or other forged 
weapon to defend himself, the system 
breaks down at this point There are rumors 
of a Paw or Claw law to correct this 
disastrous oversight. 

The rules to Arms /.aware exceptionally 
clean. Once the basic concepts inherent in 
the rules are grasped, and a method of 
speeding up the paperwork is arrived at. the 
system plays quite well Until the monster 
craziness is cleared up. H a pointless to com- 
pare the system toothers already published 

SpeH Law is a good example of how a 
promising company can follow success with 
botchery The basics of the rules are familiar: 
the attackcr/spellcaster adds his bonuses for 
proticioncv. etc. to a percentile roll. This 
grves tarn, assuming he succeeds, a modilier 
to the defender's resistance roll. The defend- 
er/target then rolls to see whether the spefl 
takes effect, adding his modifiers to the per- 
centile roll The extremes result in backfire 
and particularly effective casts 

ICE gees wrong when the design be- 
comes complicated The research rules are 
unbelievably painful to wade through, and 
Still hazy after three readings The magic 
system almost completely breaks down in 
the spell books themselves. About one- third 
of the spells are explained well enough so 
that interpret a l ion is rarely needed. Another 
third grve enough of ihe general outlines ol a 
spefl so that the referee can make an on the 
spot ruling which win hold up for at least the 
duration of the expedition. The last third de- 
mand the immediate use of the nearest paper 
Shredder 

The permutations in the magician pro- 
fession can be learned A character limits 
himsell to certain types of magic once he de 
cides to be a mage: the more narrow his con- 
centration, the easier it is to achieve the 
highest level spells Upon this base Is built 
various codes indicating when and how the 
spell may be cast We start to get lost as a 
series ol definitions are roaed out to explain 
key phrases within the spell descriptions 
Finally, the spells themselves can plunge mio 
arcane argot, which the designers may even 
understand Most of the spoils do not have 
this drawback, but with all spells so closely 
interrelated, several weak links cause the 
whole thing to begin to unravel. 

The terminology strives for a fantasy 
feel, and ends up as oral flatulence. Does the 
player character want to cast a "Misfeel" - 
which is not an enjoyable pastime with an 



obliging young lady — or an "Undoor?" 
There is crafl to the naming of spelts, as Jack 
Vance has demonstrated. There are simple, 
descriptive words in ovory dictionary if the 
designer is stumped for a name 

The designers also have a morbid prcoc 
cupation with the slow debilitation of the hu- 
man body An unhealthy number ol spells 
concern the repair of more organs than one 
would think he had in his body. The critical 
hit charts for Arms law particularly reinforce 
the game-designer -as-ghou l idea. 

A recent article in The Space Game sar 
donicaify commented that the phrase "com- 
patible with any role -playing game" meant 
"compatible with 060" I think it's Interest- 
ing 10 note that ICE's successful product 
lives up to the former claim, and SpeH law 
fits only the latter. This company has pro- 
mise Hopelully. theywill recover to fulfill it. 
Eric Goldberg 



Computer SF/F 
Software Reviews 



The following reviews are of games for 
the Apole'" microcomputer. The games are 
noted as being solitaire or multiplexer, and if 
the latter how wen the players interact in the 

Smc Games ore rated Irom A (bestl to E 
orstl in the categories of- 1 1playability. 21 
simulation accuracy, and 3) overall enjoy 
merit. Unless otherwise noted, all games 
make use of the Appte's hi-res graphics and 
all are on disk. 



Thai Wizard and thu Princes? 

On- Lino Sy a tarns 

solitwre'adventure 
A/na/A 

It you're any fan of computer adven- 
tures, then this is one of the most amazing, 
intriguing, fascinating, frustrating and 
graphically appealing adventures around . 

Without trying to spoil anything or give 
away any of the toys of discovery, the idea is 
to rescue a king's daughter from a nasty wiz- 
ard. Old tat for DBD buds, right? Well, read 
on' You'll have to find her first, but before 
you get to that you'll nave to explore a lot of 
ground, come up with a variety ol weapons 
and magic items, learn to sail, fight, solve 
riddles an entire adventure just jammed 
packed mto one small disk! And done in 
some of the best hires graphics in sparkling 
colour that you can imagine. Any TSR 80"* 
user accustomed to a text-only adventure 
will be bowled over by the screen displays. 
And it's tough! No easy task to even get out 
ol the town you begin in (Want a hint? See 
the last line of this review. I it is a real 
challenge and fun to boot- 

On-Llne seems to produce some of the 
top software Irom what I've seen. Their 

Apple is a registered trademark; ol Apple 
Computer, Inc. TSR-80 is a registered trade- 
mark of Ta ndy Corporation. 



graphics are superb, action good, and games 
well designed. The hint to get past the 
snake there is one (count 'em, one') rock 
alone which doesn't harbour a scorp-onl 
Good luck I 

BUI Budge's Space Album 

Top Of the Orchard Software 

4 arcade style games 3 solitaire. 1 rwo-play- 

er loxceH&nt interaction! 

BIC/B 

Bill Budge is a wizard of the Apple much 
like Loo Chnstopherson is o< the TSR-80 
This may not be his best work but it's one of 
the best values for the dollar now around and 
provides a lot of tun and excitement. He has 
written two other games I've played: Raster 
Blaster Ian unbelievably good computer pin- 
bell simulation) and TranqvUiry Base la lunar 
lander simulation from Stoncwarel All are 
superb' 

There are four games in tins package: 
Asterisk, a simplistic version of Alan's Aster- 
oids with three levels of play Ithe ship, how- 
ever, stays in me center ol the screen and 
can only rotate in place and fuel. Death Star 
(try your ship along the channel, shooting 
down enemy lighters and gun emplace- 
ments a la Star Wars, to finafly fire a torpedo 
at the exhaust port., you know the 
scenario) : Tatl Gunner < lire at Incoming ships 
from your tail gun emplacement): and the 
two-player Solar Shoot Out (two ships orbit 
a central sun trying to blast each other while 
avoiding passing asteroids and comets). 

Despite ihe simplicity o( the games, this 
is exciting stutf and lots of tun to play. The 
highlight of the game « Budge's graphics, 
which continue to improve with each game 
he produces. It's a game of paddles and fast 
reflexes, and having lour games in one pack- 
age allows a lot of variation in one Sitting 
Good stuft and well worth ihe money. 

Planetoid* 

Adventure International 

soUtalrc'etode s tyle game 
A/na/A 

This is Simply enough a version of the 
famous arcade game by Atari. Asteroids. It is 
nicely done with great graphics and nice 
sound routines, and the player can even 
choose from a number of different play op- 
tions, including exploding fragments (nicely 
done), gravity and killer asteroids (attracted 
to your ship). 

Planetoids makes use of- both paddle 
and keyboard: the former to turn (he ship 
and move, the latter to (ire and make hyper 
space jumps This is a little awkward since it 
requires two different kinds of coordination 
and both hands are kept busy continuallv. 
Use ol a keyboard alone rmght have made 
the game less awkward. Still, it's enjoyable 
and otherwise weft done. It's a must lor tans 
of the arcade game. 

Readers are welcomed to send reviews 
for consideration to Games, c/o Ants 
Magazine, or directly to Ian Chadwick. 15 
Bideford Ave. tXQ. Toronto. Ont. M5M4C2. 
Canada Software authors are welcome to 
send their products for review and playtest- 
ing to me as above also. lonChadWck 



GAMES RATING CHART 

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Submitting Reviews 

for A res 

Starting with llio next issue ol Aiss. 
the Games column wrill be expanded to 
cover siVf computer soltware pioducta 
and lole-plaving adventures in addition to 
sf/1 boardgames. We are looking for re- 
views of the most current releases by ell 
gome companies. It you are interested in 
reviewing games, please send an inquiry 
(include a sell -addressed, stamped en- 
velope) to the respective editor of each 
section. 

Boardgames- Steve List. 60 Spinythorn 
Pood. Levittown, PA 19056. 



Computer software Ion Chodwick cith- 
er c/o Ares Magazine or directly to 15 
Bidetord Avenue #303. Toronto, Ontario 
M5M 4C2. Canada. 

Role-playing adventures: Gerry Klug. 
do Ares Magazine. 

Payment for reviews appearing in ^res is 
2 cants a word or double that amount in 
credit good towards the purchase by mail 
of SPI no n- subscript ion merchandise. All 
inquiries and all reviews must bo accom- 
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include your name, address and form of 



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the authors. Reviews and illustrations 
cannot be returned. In no instance, how- 
ever, can SPI assume responsibility for 
manuscripts and illustrations not specifi- 
cally solicited. Should the author's material 
appear in Ares, the author assigns all 
rights, title and interest in the work and 
any copyright in the work to SPI end its 
assigns, absolutely. 



jjragoriflotes 



A Regular Feature for 
DragonQuest Players 



by Gerry Klug 



At recent conventions and via player 
correspondence, I have been besieged with 
requests to design and incorporate a system 
foi the creation o' non-player characters and 
human opponents (guards, soldiers, etc). I 
am often surprised at these requests, since 
they are asking for a "system." and I have al- 
ways thought of the process of creating 
NPC's too important to leave to the random- 
ness ol any sysrem However, since so many 
of vou request it. I will outline a simple 
method that I. if I were to use any system at 
all. would use. 

First, a word concerning my view ol 
NPC's within fantasy campaigns. They are 
the only source of information the players 
have about the world ihey exisi in; a good 
GM will utilize these entities to control that 
flow of information so as to give his players 
just enough to keep their interest peaked 
Since they are also me GM's big chance to 
role-play, he should enjoy them; thus their 
creation should be carefully accomplished. I 
create every NPC. enemy, and monster out 
of my heed entirely. Possibly, this does not 
give the vanety a die-rolling system might; 
however, I am assured of a cer taJ n consistcn 
cy about these people. Players in my cam- 
paigns olten have remarked on how believ- 
able my NPC's are: I can onty hope that It is 
my fertile mmd which has created such veri- 
similitude, not simply serendipity 

Remember also thai m DO. all skills. 
spells, and weapons are taught to the player 
character by N PCs. and the G M can control 
what skills, spells, and weapons his player 
characters may acquire by limiting their avail- 
ability. Thus, if a G M fears that a Web of Ore- 
gon Flames Sped (S-ll. Fire Magics) is too 
powerful, just prevent any NPC from know- 
ing it, o' make the price for the purchase of 
such knowledge expensive. (I've had GM's 
complain 10 me about the very spell, saying 
it was too powerful. I asked, "Who gave it to 
them?" They answered thai they had. The 
only thing I could say was. "You deserve all 
you getl"! So. on to the NPC and human op- 
ponent creation system. GM's should, of 
course, (eel free to alter any of the following 
guidelines to fit hrs world. 

The first quality I determine tor any NPC 
is his relationship to the player characters 
Will he aid them or oppose them? Or *mpiy 
remain neutral to them? This decision affects 
every other decision l make There should be 
more helpful NPC'S than opposing NPC's, 
and about an equal number ol neutrals as 
both of the above combined. So, if this was a 
D100 die roll. 

01-33 HoKifui 
34-83 Nnulf.il 
•4-00 Opuosirg 

Note that the neutrals can change to be 
come either Helpful or Opposed depending on 
then relationship with the player characters 



Next, the abilmtes ol these NPC's 
should be determined It will vary as to 
whether I determine the skills or the spells 
first, often depending on why I am creating the 
NPC SinceNPC's (unction as teachers, there 
must be an adequate and varied population 
foe the characters to negotiate with: First the 
GM must determine which "level" the NPC >S 
— Mercenary. Adventurer, or Hero. Then the 
number of skills must be found by roHmg 
D10 - 6 for Mercenaries. 010 - 4 for Adven- 
turers, and DI0-2 lor Heroes This is the 
number of skills they possess For each skill. 
roll D20 on the table below to sec wh«h skill 

1 SpM* .1 language other than Common 

2 Soea* a language dinar than Common 

3 Sped* a language other man Common 

4 Write a language iGMs dome) 
ft Write a language IGMs choice) 
• WriM * language iGMS choice) 
7 Alchemist 

Assassin 

Astrologer 

10 Brail Master 

11 Courtesan 
« Mealei 

13 Mechanician 

14 Merchant 

M Military Scientist 

K Navigator 

17 Ranger 

W Spy 

to Thw 

20 Troubadour 

Next the rank of each Skill must be de 
termined. This is related to the NPC's level 
again. For each skill I including Horseman- 
ship and Stealth), roll 05- I for Mercenary. 
05*1 lor Adventurers, and 05 » 3 lor He- 
roes Rank of 9 or above should bo assigned 
bytheGM. 

Now determine whether or not the NPC 
is an adept Roll DKO; a 60 or less and the 
NPC is an adept Now see what college, roll 
010: 

1 tnsorcetnenis and Enchantments 

2 Sorceries ol the M md 

3 Illusions 

4 Nsmirg Incenlaton* 
ft A» Magics 

a Van* Megfca 

7 Fur Magics 

B Earth Mages 

a Ce«siial Magics 
M Necromantic Conjuraliota 

The Colleges ol Black Magics and 
Greater Summonmgs Should only be asSrgn- 
ed by the GM, never randomly generated. 
When choosing spets, talents and rituals, 
assume all General Knowledge to be known 
and randomly generate which Special 



Knowledge is known To determine at what 
Ranks these are known, roll 05-1, 06 + 4. 
and 05*8 lor a" General Knowledge 
IMercenary. Adventurer. Hero) and 05-3. 
05 - 2. 05 + 1 for all Special Knowledge. 

The armor, shields and weapons should 
all be chosen by the GM. with Ranks assign- 
ed as per Ranks with skills The aspects ol 
Physical Beauty and Handedness should be 
roted using ihe original 00 tabtes. 

The characteristics should be assigned 
by the GM according to ihe following pools: 
85 points 'or Mercenaries, 90 lor Adventur- 
ers, and 95 for Heroes. The maximum value 
in any one characteristic is 25 - 05. Fatigue 
should be related closely to the Endurance 
assigned, and Perception diced 'or as 
lollows: 05*5 for Mercenaries. 05* 10 for 
Adventurers. 05* IS for Heroes. The GM 
'!i['..i,i lo'iiiinnindwhicharmoi sMaM.and 
weapon he has assigned to the NPC when he 
dollops out the characteristics, to insure the 
NPC is wielding a weapon he is eligible lo. 
carrying weight he can actually carry, etc 

The Social Status is generated accord- 
ing to the rules in the original DO. or more 
accurately, assigned according to ihe infor- 
mation already determined 

The Race ol the NPC is generated by 
rollmg 0100 and consulting the following 
table, which the GM should adjust to match 
ihe population distribution m his world: 

1 60 li -m 

SI -70 EH 
71-00 Dwarf 

91 96 i .!- •■! 

n-n oic 

BO Gum 

100 KhiiimrMi .■ 

There are a proliferation ol tables in 
other publications which generate hair cok>r. 
disposition, likes and dislikes, etc . and 
space pronibus me Irom creating my own (as 
nnic-iiiOlea^ 'l-.v. niiijh-T I — I 

For each NPC and Monster in my work). 
I fill out copies ol the file card such as ap- 
pears on page 30 and keep them in a card lile 
separated by type, place, race, or whatever 
other dassilication makes sense at the nme. 
Th»s allows me to quickly pull out the NPC or 
Monster I need lor an encounter without 
tumbling or slowing play I try never to beun- 
prepared lor any encounter I random or 
planned) and this lile helps me immensely m 
this regard. The card contains abbreviations 
which ere explained as foiows: PS - Physical 
Strength; AG - Agility (with modified Agility 
below the slash); MA = Magic Aptitude: 
MD = Manual Dexterity {with modified Man 
uel Dexterity below the slash); EN ■ Endur- 
ance. WP = Witi[>iw. Armor-Type and 
protection rating; PC - Perception; 
TMR - Tactical Movement Rate (users of 
the old combat system should substitute 
APAi. PB^Physicel Beauty, FT s Fatigue: 



Name_ 
Reoe_ 



PS AG MA MD EN WP Armor 



O0O0OO 

PC TMR Pfl FT 

ooo o 



FT DEF /SHLD/TOT 



Weapon RK IV SC DM Notes College 



Swath Hoi 



Magic Resistance. 



OEF/SHIEID'TOT-De 

tense bv Agility. Shekl Do 
tense, and Total; RK ■ Rer*; 
W' initiative Vakie. 8C- 
Stnke Chance. DM -Dam 

age Vr.y,r, Mo.sc- •':.•,■ 

,-„-,..- .; J- . .,,,- . .,.--.. 

duced in a 4"x6* format. 



make your i 



Ihe 1 



fn 



lytheei 



i-,|..--. 



aid*, photo- 



wfad w* produce ve>y rich, 
dark e**«s T»e H to a 
-Ouick-Prtnt" place, one 
which does business cards, 
copying, etc.. and have them 
prim ihe e«empie on the non- 
blue lined side ot a number of 
standard 4" - ft* index cards 
The Mied side a used lor re- 
ceding various inlor motion 
such as physical descriptions, 
spells, latent*, muals. etc I 
pnnt my cards in lots o' 500. 
because many GM's that I 
know e«3o use them. 

Ne«t issue i -tvii expand 
character generation to in- 
clude new rharactoristcs. 
races, end heritage tables 



BOOKS aj^ritMMeavajtSC 
speculation quite interesting, and humor 
prolound There's even plenty of sex 
(though I don't expect thai will do much, to 
increase it's popularity, it's too difficult a 
novel otherwise). 

The cover of Dale Aycock's Siarsptoner 
shows some moron holding a light sabo 
while standing (without helmet) on the sur- 
face of a planet which apparently has no at- 
mosphere One is thankful that the covei has 
nothing to do with the story. Sta/spinner >s 
Aycock's second novel, and like her first, it Is 
an entertaining space opera The protago- 
nist, Christopher Marlowe, is a space p*h>t - 
so>l of an interstellar tug-boat captain. Mis 
lob is to carry interstollar vessels which ap- 
pear out of "transpace" over the "rim" into 
norma' space - normally a task too difficult 
for interstellar vessels to perform alone 
Jorge Engleman. a Director of the human 
Confederation, appears at Mertow's space 
station. Martow is an ex-agent o< Engleman's 
lor whom he performed assassinations and 
intelligence work despite his hatred for 
Engleman Rapidly. Martow is caught up in a 
plot ol galactic dimensions which may make 
Engleman dictator of all humanity - or con- 
versely ensure Ihe destruction of humanity 
by vengeful aliens Using the talents learned 
as Engjeman's agent. Marlow must stop the 
plot from coming to fruition, destroy Engle- 
man. and redeem himself in his own eyes 

Aycock's relentlessly last-paced plot 
does not allow much time lor character de- 
velopment or for depletion of the soc-ety in 
which her characters function. Nevertheless, 
the human conflict is dealt with in sufficient 
detail to prevent total loss of interest in the 
characters. Sarspinner is an above-average 
science fiction novel; Aycock is a writer to 
watch. (Nota Bona: Sravsprrvw is. for 



reasons best known to its publishers, printed 
In a script type-face which can be safely 
described as nearly illegible. One hopes that 
Leisure will return to mote common lype- 
fecesin the future.) 

M.K. Wren makes addictive reading 
Shadow of the Swan, second m the Phoenix 
Legacy series, takes up where the previous 
novel. Sword of the Lamb, left off The ser- 
ies is addictive lor the same reasons as day- 
time TV Ihe plots are labyrinthine. Ihe char- 
acters many, and the development continu 
ous. The series is. if you will. Dallas goes 
science ficiion. Which is not to say that 
Wren is less than a competent writer; her 
style is neutral but clear and her prose well 
executed. The subject, however. Is some- 
where between space opera and soap opera 
Alex Ransom, commander of the fleet 
of Phoenix, the revolutionary movement ar- 
rayed against ihe star-spann»ng Concord, 
has abandoned his heritage as Lord Alexand 
of the feudal House of Oarkovan Wool' His 
love, Lady Adnen Eliseer. is about to be mar- 
ried io Karlis Selasis. one o' the mosi reac- 
tionary and cuei lords of the Concord. Si- 
multaneously. Ihe frail but kind leader of the 
Phoenix has been betrayed to the dread SSB 
(the secret police of the Concord) by a pow- 
er-hungry member of the Phoenix' governing 
council The objective conoMions for revolu- 
tion (as the Marxists would put 10 are coming 
io a head, ihe Bonds (serfs) are revolting 
almost continuously, theeconomy isindtsa' 
ray. and the Concord is reacting predictably 
by imposing newoDpreSSK>n in an attempt to 
keep matters under control. Can Alex save 
his beloved? Can the Phoenix be hd of the 
snake in us midst' Can the Phoenix act in 
time to liberate mankind from the cruel gov 
or nance of the Lords and bring about tholirst 
sane human civilization? Stay tuned for the 
no«! volume. 



A fnend of mme says that all si 
i. on is like popcorn: enjoyable entertain- 
ment. Some of il is good popcorn and some 
of it is bad. the rest ol it is bad literature l 
don't entirely agree, some of it is. I think, 
good literature. Shadow of tfie Swan is 
damn good popcorn if it isanytrung ■■ 



NOTICE 

Computer Game Designers 
and Computer Game 
Producers/ Publishers 

SPI takes a dim view of unauthorized 
computer applications of its games and 
game concepts. SPI wia take the strong- 
est possible position against such uneth- 
ical and unauthorized use ol its intellectu- 
al property. Other than strictly for private 
use. no individual or organization may en- 
code, transfer, or otherwise cause Io be 
contained or embedded in a computer 
program, device, or electronic system any 
of the original material or original arrange- 
ments or relationships of material found 
in any SPI game. The designs, systems, 
and Images in SPI games are exclusively 
the property of SPI. SPI reserves all rights 
to its games, including the right io any 
and all computer versions of those games 
or any parts of those games. 

In the simplest possible language: 
Computer pirates and piagia rials, 
beware! 
A footnote IO our many computerist 
friends: Anything you do for yourself on 
your own computer for your own use is 
fine with us — so long as you don't dis- 
seminate it by formal or informal means or 
attempt Io sell it without permission. 



Feedback 

Ruder Survey. Ares nr. II 

Voui Ct»ntom aitacth> alfect ih* sdilawl (onteni o# A«>t 

MagaitoeWsiniraa you 10 pen>c*w*r> the. our regular 

■ iir.i-i .1 ■■■-. W- 

NOw :o ma 'no /oaB*-1 AuDonav ChkJ Afi*r miW 

fi'K.»*1 -mini) Mi. ,..,- .' n— . gjt-ose ToJlT-n lotd 

bscl owesiion* Mm. and gM us vou* answora by win 
*iq The answer numbers on lha cad « me nwo'H 

->■"£'- "■■■■ -.'-'I ■■ -•< I" mi"-''^ "■" Mr '.: — 

(bui do noi wree anydwig « lha boa Im gueinon num- 
bers UbMed "no r»j«t*nn _ > tncornWeioV *lled-oot 

Cadi csnnui I- pnxxised 

Whet the numitm mean Whan antwaring «wim 

"0- aUavs moant NO OPINION or NOI APPLICABLE 
*ES end "? means MO When lha QutSI«n it • Hung 

question, "1" if the WORST r«ng. "9" a ihe BEST ret 

ng. 'V e an AvtBAGE ruling, and Ml rgiflu *i be 

iwt»n ••n'w* «u shades ol aoptovar or disapproval 



4. Alboo LardolFa*ne<gsme> 

5. AHatcnolihaThydramonanvVar 

I. The Power PontiolAbon 

7. ! '1. I... •,- 

8. Vim ";i~r-..i ■"•■ S**IOn< 

9. Soncal .' s<— inF-i,- 
99. Fait. (•>■<*»*» 

11 .■■-.-. ■■■ ■ V ■ 

O Books irevewl 



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18. L'l ,..-.■■! . ■■■ -i ,.!!:.. . :,„.|li. ... I- L«t,", .> 

oiAnn'1 - r**,2-i*o 

)0. i.. ,.„..-.... 1 •--.-.. ■ .■„,.. ,«,,. .■ 11- 

eushtv o" ins ttaut Hon* moiwaa* «■> w subscribe'' 

»-Yo».2-No 

n. Fornow(nariviuuaknvrttvounadaccn|riuou*iub 

Knpton to Ares' 0-1 do not subtcnb*. 1 • The K my 

"5t^:up.J .--'-in,;—..- ■ 11,,-n ......1... ,,.-,,-. 

sua: 5- Frfih (hub. 8- Sixih or tewrnth w.u-. 7« Eighth 
o> ninth iwu* r S - Tenrn c eWxinrn issue. 9 > 1 am a £a» 

nmo SbokWb 10 Ann IreaDrdas* ol pio number or 



3-1»2M-22 27.6-.»»6-36oioltl*/ 

23. voursei 1- Mate. 7 -Ferrule 

24. Education l-l1vra<sotiesi.2-l?voars:3-l3 15 

iwr*. 4- 1^15 years end SMI in school. S-lfi veer*. 



2K WhatitthDeveiago'ur-taro'hou^vauspendplBy- 

ffig nmuuiion games each month' - none. 1 - 1 hour o> 
less; 2'26 hours. 3-69 hours 4-1015 houi. 
6"i«-20nouis. 6-2175. 7-36». 8-31-40-. 9-41 or 
■orahpun. 

27. How many siruaion games lot M publnhei*! or> 

you possest' l-l 10. J- II JO. 3-2130. 4 = 3i*», 
S-4I50;6-St 80.7-61-70.8= '1-809-81 ui mo« 

X What levr- ol compleiiiv do vou prel* in games' 

fiaie voui prcloence on a 19 scale, wan h^n iuhwo 

ih»eatr^ino.aan«Uf(nii|!i«niiv U w the *olo«K-a OJnwi 
B yj.»™ 4 - WoWIW 7-4 

B-AHtfer 



.:'.-.:m:i- ■-.■' ,ci, ri-,:-!^. 

»oeh(p lanmiv^ ? ■ "Man*' 
= Prablrnv toNtng hatd »o 
once hcion. a - E.naianesina 1 tociaiBt. S - Fuluia xu 
alias <uio»a'dy*»l»a>: 6-AHemaia nation. T-rima- 
itavsi. S-Solt bcxn« li»cn i<ii ■'ne* *ave*i. 
9 - Other 1 oPoh> wiitem iho cawowv da*enpooni 
91. P4inaoniai«aaboui**>cnvoun«udnw"IUIeio 

'.'-■-'"■ '■'»■'■ '.»"■— *-'•■ ' '.ii.-~t.i- ics:r '■-■-■ 

no: 3 - Iaa«s< space conlict («*p ao«nn tf>p», 3 - 
Slraaegtc pttmw ■ bound comici <armv ag«inM a"m>. *- 
tactual pianaibnund (onllo Iman aaarai nwni. 6> Al 
inifHt- Miny conllci. 8-Con*iei m a conian«ouiv 

«e"T3 ? Bole-plavr^aO-Bhluio: 8- Ennnam^'iKD 

■oocai/ooUcai oonHKi. 9-0"— IpMan "rile in ire 
(Aiaom dmniniioni 

(luding iho Odnw in mo iUua>' 1- 1. 2-?. 3»J 4-4. 

5-S 10 W. 6- II w 15 7- -S 10 20". 8^11 to?&. 9-26 



93. del IN) ona an* ol II 
hUding l-Swoid 

lasv. 3-0uesi sdvoMum. * - cot*c*». hatod umatv 
(eg . Aiihurun lagond>;5-Faniaiv«a(onMrnponirv 
sailing. 6-SuDainatolhenK athw-Mie; 7-Anth.opo 

(rofphic hjntasy <« 9 . tVaAMA« Oowff. B- Ho>ioi/oc- 

culu 9 - Dinar <plaa»«naari ihacaiagon/datcnpiani 
34. Pic>ih« on* •"» about *h^ vou v^dnxtsrlfteM 

boa-doamn la-nv, aoarntl a>mv! ?- 1«« tM«rd aid 

*o-Ca-v boardgi™* Iheio a»init eWdoe". 3-OuMI' 

•dvsmun) boartjaeries: a-SmrO and toioari ints- 
pla>ing. b- djatiradvuniumole pUvng.6- CwiMcVIr 
bawd ianu«i. ' - Anthropomorphic sooeies. 8- 
Horiof'occuli. 9-0tr*« Ipkaw wna in in* oaatgonr 

iT«--i--i[".r-r ■ 

39- Hn« nunv lanUB. gamM .da vou o»"> 1 " I. ?- 2. 

3-3.4-4.S-SiolO.6-. "w >6. '■161020.6- 21 w 
25.9-aeoimoie 

36. " vou a™ a lubscnbet 10 -4m«. inAote "ow -» 
cama W ba ona 1 ■ An ad m Sosirgy 6 'acos. 2 - An 
>i m ii uiij. 3 - An ad « Camas. 4 - An ad ri a (taaoub 

mtus Ol Ann. 5 - An ad in a »W gamcfl meoan-w. 6 - An 

laci maoinw. 8 ■ An ad in anoihai tod ol mao*?ma ml 
tit - n 11 1 "\ nn in i|iiiinn|ini[ii n 1 iln fail mli null 

37. Do vou own or plan » buv ona or U»ta*owmg ml 
oocomputersvsitrm'O- IhavanaiManainnuanciim. 

Ouiora or i-icocompuH- naming. I - 1 own an Apple II. 

2-pbn w buy an Aodv 11. 3-own a Bado Slat* 
IBS-80 4 - plan 10 buv a IRS I 



■ .-•!.- m;mco"iout« 



j x"*..i ns. 



lotuvar 

COmpulB'. S-nUn 
9-hj^nopMn,^ 

OwnOm 3» tlvov0h 3d »• 



AvUWi 0->m>v—dethi& 

nine on "v -K-nv»t. ; . 1 it rn<f icma »n an Ma <Kfi* 

ft. 3 - 1 wand a ooorf oW 0/ !•«• on l*« Ktiwiy. -4 - 
imuufnuur o'-ny ftm- ifomi? mnacnHfV 

M Fiayng board miliary games 

38. F1 a«nQ bn*d il 1 1 game. 

40. Playing <ol- pitting lanisw gamn 

41. Plaimg'cle Oap("aioen-e1i:;fnga''iD 

41. Playing TV video games 

44. Playing home compuioi gamet 

46. Doing cimnvni* and oiharputrHn 

47. Piayngtennisoiiadioibar 
4B. PlaymgoawsnoiH 

46. CoHtling o>n» ?iBTip». elu 

M ■ .■■,.,-111. -.:.,'. 

61. Uwoing iosDM4o/muau 
62- Reading lielran 
69. Readngnont^tai 

Si /.il. iii'ii.i ■-. r.i-. 

» '•- ■■■-■;■ — ■■ 

66. Pia»ng can) gamu 

«tMia ral* ma nflMaaaj 9*"—. on a J m 9 Ha* mm 1 vi 

doling • /i*mrut<r.V pkwaf **W« *w a gam* ac.vj 9 •• 



■UMCMV 'anvao* unimon Plaaae tat* only those 

not played the game In ih. laat ya->. pliai a do not 
rata i< Iraapond "0" in lha ipacal rtaoames ft-n-fa-e 



■1 i>--.-.-,..i<„n-r-i 



U. SnaoaWa>noi lAignnl 

84. Kmghn 6 Magvt 'He<iiagnl 

86. Dragon Paste TO 

88. KingollhaMounraintDimonwina 
•7. legendoinobinHoodlOSOl 

88- Fanuttic Fnnuniais iWaBi CoMII 

88 v\Vy™ml!n(e"iaionSTe8-ril 

m . .: ..I, ;-..',, ',:...,! 

71. Mao*Wbod»i«ie(nanor«lT«mi 

tt rtghFaniasvlBeswinl'ubrsnrtal 



' WouuVi K aU mi. abour gmnr •miMr you 

1 a* >a «- *rf -- • « *nw. M-iw annwr toate 

a* or "I'M *9"»HI* J inOUdnrh] -wy 
UK* aWW anwai •>4n» rofl inataai 

BuntomrtaSttri 

74. CbwswcHaf^ra^m/rAaMwihiliaiaaicsaMMia- 



tagka 



■ Ctvi. n 



75. ■'■- ii,''' *■,-» 

, . -r .Ml'' |,.rl| ■ ■ . 

•..■i[i,.-r.-. 

76, OKutHW Aay DeStrcMi 



■"-•"t*."' '■' > 



KriM 



■,,;! 



77. Sunny "OrtN* SumnHy ol gwnwi o* a Speonr ar 

Wtvabii'v ol a numbei ol oames by many companies. 

78. Saunano^ and Mvunu AddilKml Soenanos and op> 
tonal tutM 10 1- added toeowng game, 

fruv Iht /■HBtmng gam* m-jirt on a sraW o' I W S 
••nVi I m/lrrWg trn APW -»r»W W Ouy f*a «*>» * 

WiMsArdandffncBesiuw a daffiMaaiianMn ropu'ihaaa 

79. Doom Run. in lha lass 22nd Cemury. 0* vrorUS 

,..,,'...■. ■■-, ,..-. ..,..! .---I .- ,-.H--1 ,.. ; . , -,- 

aga««iiMvHukriipoiuaonlMi*v*dioa<ii(Outtid« Sa 

cuntr (Oboit and *«nuK _ tguadt mer 

paaca. anyone caught eihvnng an*>socal bsnaw 

•vhnled »a-«v 'o' i«mi"»Mi and IxruiM in iiw id 

depths ol lha on <ai icarc*ancn Unknown to the 
ihonlNB. among ir>»a outcasts negro . 

Itaadom inntS-S who swvnhng 10 rat anything - awi 
Iheuntnownouiside lOOteape *>"■« flun wood Sim 

uMm Stt datparaia ascapa 0* Hie*, -pmons's" "om tho 
dnmed oiy On* ninvst connoH the etcapoet. and M 

Olhei Iheisaidens A randomly otnaiaiad nnmbsi o*run 

neis with a ">•« bag ol lawna biaM out ol secunlv and 
n-.iic iha iimpB-BM gamrx- lot Iteodom Along iho tray 

■•.-, Hr-i-i.v. I-IH...I .1.,.. ■...,..,... ■(„.. .-,,.■ .„,, 

tooh and wsspant ihai ma. ad a< lunda. ihea escape. 
Ihe 77- . 34- map wouU snow *w« iters ol the domed 

oiy and JOD ondrxind pieces would icpratenl lha tna> 



-. ,ti 



■'■• ■ - ■' 



landBongcorndort. lang 

.|i'.--..— ,11. .,!,„. -...I I'. 

..■/..,... „„..,.., -11. .■>,:,■ 



ol peace has come at lati - but thai* n wm brewing 
Earth hat : aaouv> guwdad her mm owtt the pUnatt and 
moons, but Ihey cUmc lor lha* ndopandsno* and sssm 
wH«g 10 lohi to atiain 11 F«b major g-oups - theCon 

■■.1 »M.'.:liv,tvr ,-.■■. 11. !,— .„■;,. i. T Mi-it-,- l,,,,.,, 

aitont. and two powerful bui anatgonasc ic-Men D l 
outer and rnnar wwldt - a<ew4hrigwgolowBiroiihaa 

lll„l,,,M. A- -,...,, „ I—-.-. .,],. ■-.-.. ., .„„. ..■,.-. 

cruilsd and ttsnad tottci aganit 10 *Mi lha bMsnce ol 
oowor iho. way riVSMr£#nttonr,amuni-pl*yetgarT« 

ii i..i:iii... - ■. ii- ■ .- ...i s -. 1 uonl ■ lha ■-..- . D - - n 

110ns. ttaatng taoais. buyng o-l pofnosre and 
Hod«t. bscornngdouo*9aaervii.en: inattmc-a 



MtgftntH ~M|M ol lh# "*M lacf-ora) 10 haM Mil mis. 
SOUS A 2?* x 31* mop would "how lie -uil*C» ol lh" 

ptamB and moons, pie a solar system outlet *oi keep- 
ing KOfiia iiae* ol iho i evolution of iho puneis around 

■•-.,.- a,.!,,,.,. ,:...,• ■..■,:, I ..... |V.|...,.V. .It 

■■".re-.-.-, .-..i|-. .!,[(.■-! Ting l-li-l,.'" .1,,:.,,--:, „.„) 

iniormaicn eichange. and 0011c •bjpc-i ?W back* 
pnnaad counnt would to indudad and rolainett srnpai 
n»n ADow h *Aw9i-Bio»«in*0 
n. AXI lAce LaHoretton (nterp-loesl Starved for 

Fa-h-awn kcanw-t If. by i-jhl oullnt III* Acs E>0O>* 

non t-iimpnee* IAxf.1 to coitm cn&B "imr« Irom •-*•- 
ui ioc ion trt< cuiso'iy OMmned in the pan JM would 

b- * "Mil cArv-i o»™ (-w— nar» -WW E><xJ»-i™->I 



n i... 



■ ,.-., ,.- 



10 and 



«-H mereenar-hV' diaw*) on Iher loam's own «^vOj« 
(•rig and "mp-bh. pUi IN- kmiied eMBonal rw-nnj 
letcvccsol the mother ship V*iofysdetern>ncdOy iho 

I..' ■■■ -.!■■ I. 1 N .;. >: ■*" I' '■'" .■■!.'■■. ■■ 

l-AM* rCutrM bv Iho COrpo'Bla -nolher Hap PWyer* 

« ship, pees**/ 



tgMti 



•7 Star Command.' 



i A«f«u«- l «l«ia2r-3**m*polpl«-i™ 



i*e of M Serai Hogo- 
mophoba*. iatkt toom 

. ,.-,-.„■,■. >-. ,j»- .,. 

gion o" ihe .;.) i! ■ , Sm 

inn Hhsl timulatmn ol 

Ad daWid *w tvwem* Plows 



el w HT.pt an) turaofcl-r 

-,-...,. I-..-,.. ■»„:, .y. : „ i 
Command i 
cemptOhSt 

■■■' '■■ ,| ' "•-'':[- "■-! i ' ■;'- i it ■:' ■■.>■■-<•<■- ■ 

Sn- of)—, saidiiobaua Scants o'Pubkc SaMy; homo 
world mane, and Madon Fighting would occur both « 
aoeca between it* tt-Mhtp* and Star Comb and on it* 
hntaee ol pianccs n assault giouos attack iha local 

■>:':--.- 4 ,*.!t, ,tT.i:.i.:t»:,.im. .„■ „ i ... l,-, ; -.-. 
HeuMn EUact. wheh can ■mmpOCire defender*, to con- 
version bomb* io btODomc "smarr bombs Iho 22* - 3** 

■".111 -C1II3 'illtiJII ,-- 1.(11 .1! - I":: . >„.l, '.„!„. •~ U — 

-,.. ■--.«. .I.-h.i.- -.-i,-„ .-.-( iv ■:.:"- f .Hi ri-'---v. 

•u>laoe Count-** l«0 n all would bo used ta -notoiH 
the posnons ol in* puneis a* ihoy move around ini tun 
and HOuld Uio Bo u«*d K> indoiio un-HiM Suria-o trr 

ae >nAiinSiaA"o-M. losaliioiSB 
■3. Tha TBntakM Eac — mBon. Tho tiiai -uman laiasia 
ol 61 Uraa- Maio—> iTaniam ootjny* IhoMBnl M Mri w 
*iM pUnM Ihm lour*) nad aCava boon uninhabncd. "x- 

aamoa dounod Tno..yaaaiaiiociBd.andaMiHi»i"i 

'..I. ■■: I.. 1 !■..,. ,->„„. :'.,,,,-!. ,,,..,.;. ,-:.,.. - ■ ,.„., 

mm 



I ".: II. , r-.i i'i'I ril '..i- '-i.-- f-. ' 



oploroi 



.(, -'I ■."■:,- 

Ik ,. |. ,.-■„.., I r..,.-U,-. ; 



ixiikchuAii and ihoy imv 

■-.-. ,|l-' .;.,-. ■ I--.- -1- 

maie ta wav ifiioi*i trs datrcu uoung iho anmnti 
•o ina unlounq mvaianu and Otnoai The noma <*>>■■- 
lidudaan l]"x I?" map o* ina nv>mt -vlwe IM ■>«) «■* 
cavanonbeqao Once a paiaapc-vav ta txarafl, iti Inttn- 
c W if* mound would ba plaeod utmg chilt nmnti w n* 
C-FaoW o' flWC tvaiein t-ownia'awouKlba nandlM 
smiBi io iha b"»9 | bo'i?i*'v irtiem o* /no SnnMn 
SnWtai inOudMa^v-agamoMOuUbaMObackpnnMd 
couniaiaa<idiuiMBocAb'«iil>a>-a-n-niM-agtapnt To 
nlfor**6i 

M. O'Bflon'i Eg*. Saind on '-* Dmi WlrQ nonjl O, 

Roboii 1 Foiwaid. iiaa 9m-) would nmuiaia it* '(aa ol 
•»e O-M*. an amoebic (iiatoin inai evcivea on the aur 
•aeo o* a neutron awr *iom r*/o io llv« ptoiwi wocld 
control -mall mbos ol Cbaola and anonvi m contoadaH 
rnaina>io*mpi>M Atinl>i-w«eranaluialMMIt--«t- 
ODiora. Oartww.na. tunooon. *ta« quWei - lo contend 

tog o> nanus, bot-na Ruka wouU cova> ft apodal tog- 
luiaa ol tbo <-au*on aiai. *u* at in* >naarao g/aniy and 

rr-?]M-|i: In—', l-i-in.:.,.:.-! ll.iric-- -i'..:Ji|- .;■:-. in It 

counterrevokiiMtnt. and. Una*, ccnuci nuft rno tmpoa- 
HMv lOnBr-A-M hui-wna «no coma io van the neutren 
m H would axiude a 22* > 34' map. 200 counter-, and 

I'J ;■•-*•■ ■• \ ■-: ;• 1 1 '.,.:.■ =- , .|.i'- .-, IN -. .j i . i . . <1 in.i 

tanal horn D« Formin-. lo San l<- «2 AMaiUtoMv tub-Mi 

■., -ill-,-. --:.;.:■ ... 



MB Conoi-aal ol Space. Tie human tede-Blion wroad 

ST-ilam-nn butt on o"re- wodda. and not a lawguic* "pf 

leap, uang a game synvn nm la> to Contutttedoi Fiom 
iwo io l<ve Mora would OB* lapraaani a tpaoala'ing 
w«w beaed on w« an opacai piaioi wou« (apfeent 
ina Global Sank (or loans and ait-celton Ina22*x3i* 
map would ahow iho aiai tvnama wilhin 20 Ight yaan of 

eenh Tie compoa-pn pi aecn aya-em would not be 
in:«r ij-.ti ' n'?.ri -.^-•3: si ncediton toefptoio " A 

elm Aixid be dtawn wheh wouU g-rti iha iviiem'i 
aiKMpiiiv ioi nabnaaon. at-tn ilia, raaourca*. and poaai- 

:.- ■•■ I-...MI.--I-- -rO i-:-.--.,--~: :.-.-:.-■:■ would 
'i.i.-a .:-i.'., .ii .|. — , .'i..- ,i' ipa-Dpoi-t. and i.v, 

baaaa Unmhabnti^pWnaiai^hiidMtwalonnad.occa 

aimal piracy mighl OCCui. and want may 0rea*ou< 0«- 

iween (Mil ootonioa c wtth unlnono*! a*oni Tl* Xt) 

- i .■ ■■■. ■•. . ■ j >-.■...: i -i ■ .r.- ' uai --ii". in, .r>-f. 

■•■'"■■ ii>".-'i. '.:■■-.- -.("i-iri lai'eu" nocpa. 

«dh. epiuB-n«a. tachnplogical adnancaa. and dadna- 
nons ol •ndependence lor cdomaa. Usng the aame 'B- 

mIi Iha il loia-P'rtvrq ai-alem. A nouibia An» game lo 

-dlottl*. 

»*. Ttie FaH of Sorcery. Altai lh* Vvar ol Freedom 

Inamed w bv <l-e DowarW mfrja. Anvil, -ne Imda ol 

tyrani and Ms mnona The black mage tha-e loaraoma 
magn creeled waa intended lo bring beck Ina ancient. 
t0(rt>e gcc*. and tno lar peopea o* IN) land wens freely 
lecnlKad aa dread o*l->ng> Vet there wa-a thoto who 
couk* ratar- Anajn and Mlempt io rid the lend* ol r-a 

i-:-. ■<•■■■ :■ -■•! Ii'i:'. ,:' -^'-— dud '.-■■r — "i-l- "av-<- 
, .■■-,- U. .: iti :,^- ■>. :.:■.■■! ..' l(aedom sneo tuc A- 

uan. well Bware ol tna t-outte. looted *i» damona and 
haltont io track down and eradcaie the -eoUe YeteeCi 

tna day ollinal reckoning r-v/Mc/Sivca-ywouldbea 
r-o plavf- gari* looaetv baaed on freedom » "»■ Gala-y. 
tno game mop woufl •»* rna oontinarrt ol Oonomma 
i.-it -.■ up into iha va-iout provlnoaa wilh ma wvad pop- 

liisru- ol numana. taene loH. and untnc-*n being* 

Chaucion on ooifi itd-a would bo roprsarniod bv U 
udt. wnh each >awd lor aMity at a Hghrer, laader, »o< 

wo. and beouier Mfltignt wouM be parloi-ied in lup- 

pon o* a pl»vo , 'a goOT - catong ice I a, woorg rhe pop- 
ulaco. noroic oaadt. miavarv. ate Tho 400 baapmiad 
counwn wouU racaaant d -larani hpot ol mllury unfit, 
d-mong and hettona. aaaaea»i. tne Thieve'* Ouafl. ina 



87 CI* Ha-M»e-1 Jonnny Flaah tot t 

Ire encounwr mth'the rnniona o< Ooctc* X n iho* 

■ ••■-. i v :.)»':i i .) tu» ic--l"* r,-_ o.-i fliwi to 'Pifl 

til di-ian-ite ihm tut haidc hiTi Wit haboahlatoincape 
n an-** Coma back net week rosea iha ih>llngconcA> 
aionol rrW»^<-e*0-ia^n*yo^Oe«c<'X/Thewo-ido< 

..■-■,.. i s ,il _ ■ ■■-■ ,!■':'' ; I >-'i- v.'jla c« i:v -q, -^ 

created aa a roH-pHvng game #> COT Htngfi A tmal 
group of heroes, tome —-h rpecei geegen* and tBiania 
tuch at gadODi wi-ardry. a»y*oekeimg piknago. roekel 
Delta, and ammo dapiBiion cool gum. wo«d irack down 



omyaier 

powor hungry ma 

cracv. and '™ a h-ippv dencuemeni Gama ayaiamt 
woja cove- cha'actet ge-iPBton. oeahon ol apiaodea - 
each with an appiopiaie ol" danger at theond - andre* 
loluDon ol iha central mvaiatv as m tna idaonty ol Via 
mod leader The gome would incUde a 64-paga book ol 
timple ru«f* and "awial" ideaa. a Wa*on ol oomoal dtt- 
pUyt loavst. tlyiocUu. the kindly prolotoor'i labora 
tc-v.aicl. 2uOcountartolrtnoutthapB>andiaea.anda 
rboa Toae-tori20 
■I. Known Spec*. Baaed on Larry Na-anl Known 

Space aerie* IAdwcioc Alngwontf flln^wo-U £op>'. 

nw-s rtWWc-'r'ta—i. eic ).*«<*« Spaoa would be a 

"■- pij.inu i.,ri--r'- ■:■ i.-.-*u- [/nnvmea'C :"<•*. 



,.- r:iB plavino O*""* hi woi'd inOuda c« 

mnaive ruM lor generating alien character* tiom Known 
Space Uuppeiom. Winli. kdailyno. aa«i. vBmp«m. 
oic>. etui color gan-«iT«pthowvtgll«locaiiono' pton 
eit mentioned in tto nr'na. nMa toi imaniBl*' »ava ard 
conwuciion of ah(a n acoydanca -wm ihe ae'taa IGen- 
erat Crooucn huto and the l«el. rules lor Protfcaon); and 

. .-:--,.t) f.itonul jro njturjlba^0(O«n0 Subnet to 



neiebliiv horn iha aur-mi To inck-de a 22*»34* low 
coV gar* map. end 80 pagaa ol ruk-a and Cham To Bell 
ror IIP. 

m. The Qamna Leperta Atlee. A LVaUem Buppement 

oontitang pi a rjompMta vauai and daacvir-e gwde ipaii 

the planots. moont. attero d DOn and rngtm iho OcuOo- 
tter tytaamol Ganura Lapont Fulcoloi world logs and 

aWion he> nwpt woukl be presented in two i**o'ai 

one *o- the GM with a compleia -.pla— ocn and heWo-y. 
and one lor the player* with limited •■tual and wnticatin- 
Eaerr wwld. onwion. pay. nduwv. tenia 
l»v ouipoat end aw wil m iha ayaiem'a blvm 
praocntod. The otoamtBUon ot commonce. 
nty and Fodar-I lorcoa h Iho ooucaa 
aytlem would comple-e the background in'oimaDon A 

hoBI ol N**CB Ithe Bdrnint-trelora. ont-ep--n--.ra and ce- 

MbnDM ol Un avtttm) and crMtjrea aidgonouB to Iho 

veniuraidae» ToaaHrprltS 

SO. Fsdsral Forosa. A lynivonw igpe»omeni ccnssling 

ot a c«-c"ain Quito io the Coa-iutcc.. tofovmont and 

combat capabiMat ol tha AtDoguaid. iha Agotcy lor in. 
tamallB' Cevelopmani. the FrMlalera. tha Ringe-i. Ihe 
Scout, the Speeotroopo's. ana iho 'oodibI Nbv. 
Fightng gear tpscitc io indhtduaU in each totvKa. mi- 

lary vehKHn end miktary BpSCBBhipe would be pteaenled 



aarwng or ■wdfad w-ih any ol rheeit branchM would 
compieto tho tuppemoni TowtllcltO 

tl. Dungeon. CeuriDy end Town. A OngcOueai 

aupptarneni prowding a avt-am lor rardomlr genataiing 
dungeon eomdora. wiioomeeeandcinee "wouldinckrte 

•nAcatStpacMlalrucluiai A24lo37oagebootlBlwould 
irckide t»Ww to gonfrale (anoC" arxountara in vtrou) 

aroat. allowng oiont-re •anoblitv Tna Buppemant 
wojD be (MM wilh any role playing Bytlom. 1KB gr*lkp> 

me-ier role tor encountera -with luP, d-ectoed be-"-ge. 

roDNf ii*n W bongt mng crv one tot ol atstsucB tnjm 

arr. pariku ai flora ivttam. To Ball for aft 

■2. Sltha Revwnge. Thay came out ol the Barren Hut 
- o>ca. goflina. gryphon*. demons. andevan Thyn.da 
Slack Dragon - all summoned and cont-dled by Sifh. 

theavi adapt They cam- aid attacked Ihe trading crty ol 

Par-an. and Bite- a woous bBide. dettioyod n It iha Oty 
had iho help ol heroo*. maybo it wouldn't luno ta*an Can 

your OragonOuatf CharactBrt uva tha Oly Irom dmlruc 

lion' S«tfii nVwjng* * b table top we -on mo BjrauBtnng ai- 
r^t combot it b C«aponOuatr world. Uting an improved 
ver-aon of SPI't fAMovrjl BatUBS tyttam. ,i wcutd ba da- 

•gnsd io ,j ■. i- r - - gamotnyatMr a tytatm lor Ihe i - ■•■■ ■ 

KB> ol any aimy comoat . Iulh» rcorDtnaiing all rharacteni 

who Wah io oarbopote Rule* lor troop lacacs, vmy 
combat. portonH corroat. rnagic. Ilv-no, craeiurea. and 
the eflscit ol Kph Mana a-xl low Man. arern would >l 
b* nctud-d l»m woukl lepreaent KO to 600 men (or 
CWBnws. three, ok I. or indmdu« taedart. demons. 
oragont. o- awnentata Thegarrawouklcc«cantraiaon 
tha sword and torcary aspscis ol balllB t-.-i.v- 
fansbcal devotion, and aorcsry One 22*x3a* map. « 
poget o* rule*. 400 couniivs 'otaHfctft 05 
n The Free Clay ol K laMang. A OagonQueal aupp«~ 



BMtKJ 



ehrtydi 
e hex. a tiavol gu-3o. and a dtck o* V ■ '* caidS 
, player characian daiaiad on them All major 
land aome mrcrl UPC't would be deeenbed. wtth the 
treiei guide oetahng the street*, -otidence*. and »jr. 

ii>,-idi->i aica An It" ■ I'* lQ-itl. lotalel c"iia"i '"<i 

woukl '<■ .-. ■ , .- ..!;. : so that may may hi it in as rhay Mm 

about ths>r raw home Would indud- 1*0 maps and one 

a8-page bcaUtt m a bo" (o« *15 
H« Noguotton 



Call for Qsitib Propossln 



or dMppro-el. We 

i. Typo Uvam up 



Sh Follow the lormet of tl« propoaski in tha aeue 

tO io 20 typewritten mea Inckidrfl a t«wt bacaground. 
a deaotpWn of game mechanics Iwhat oanar g*ma 

might it be Bmlar to. if any) ml a eummeiy ol poe- 

•rMagemepam At aubmiaaona ihali be undtrtaood 
to be treaty Ql«n lo SPI w«h no 



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Designer's 
Notes 



Dragon Quest Update 

By the time you '©ad 'his, Enchanted 
Wood will be at tho PAW, i' not already 
shipped to the stores. All the design and de- 
velopment work has been done, end the 
typesetting is about naif finished at this writ- 
ing. So. you will be seeing it soon, if you 
haven't seen it already- 
Arcane Wisdom is almost finished. 
Most Ol it is written and typeset, with many 
changes due to be implemented now that I 
have creative control. Many strange deci- 
sions were made by the authors of the mater- 
ial already written, most of which arose from 
the 'aci that they oW not play DO very much 
lif at alii They seemed to leol that the Dm- 
gonOuesr audience would accept any mater- 
ial, even if it had not been play tested and 
carefully integrated into the system. I have 
extensively tested all the material in Arcane 
Wisdom, and need to add and subtract Infor- 
mation from the text Mil now exists 

Presently, it contains three new colleges 
of magic I Lesser Summonings. Rune Wages, 
and Shaping Magics), a system for new spell 
creation and research, a list of many famous 
maples' items from mythology, a list of herbs 
and gems and their uses, and examples of 
the Creation of magic items. A deosion still 
must be reached as to the addition of three 
more Colleges still in the design state - 
Wizardry, White Magics, and Faerie Magics. 
Blindtest copies nave gone out and we are 
awaiting the results 

World Generation is Deng delayed un- 
iii Ongms 82 The is to allow the DO 2nd Edi- 
tion to get out there into your eager hands. 
Steve Jackson's massive work is complete 
and win be marketed as a hard or sottbound 
book, approximately 128 pages in length. 

DragonQuest 2nd Edition is currently 
at the printer and wi'i be m the stores by rmd- 
November It win be sold in two configurations 
one is a <60 page hardbound book, the other 
is a 2" box version and will include the new 
DO sceen. dice, and The Blade of Altec/us 
In this version the rules win come as a 160- 
page softbound book that will be three-ring 
hole punched for convenience. The hard- 
bound book will seH for $14.00 and includes 
an introductory adventure ( Tho Camp of At- 
*-S*a6art.theboxedverSK>nwillselllor$20. 
Both games contain the new hand-to- 
hand combat system, which, hopefully, 
combmes the detail and completeness of the 
original but without the cumbersome proce- 
dures and systems of the original. I have 
made an effort to de-legalize the rules in the 
combat section as much as possible, for 
while the game sells well to SPI fans it still 
has yet to make a great dent in the general 
role-playing market. This may partly be due 
to our rules style WargamerS appreciate 
DQ's completeness, but role-players are 
turned off by the case numbers, the jargon, 
and the verbose nature. Time will tell 
whether or not I succeeded 



Playtesters report that the new system 
takes X% to 75% less time lo play through a 
typical combat, and the playtest groups in- 
clude veteran 00 players as well as D&Dets. 
Interestingly, while all groups report overall 
favorable results (with many being highly en- 
thusiastic), the best reaction came from (he 
DdDeiS. which, if nothing else, proves that 
the ideas had merit but were being resisted 
siighity by the veterans. Whether these 
D&Deis will switch to DO or not remains to 
be seen (some indicated they might). There 
may be hope for them yet. 

Beyond these proiocts the future re 
mains hazy. I want very much to do another 
Alusia map. a fully developed city protect, 
and a skills supplement. Which of these will 
see the light of day is uncertain. At every of- 
fice meeting I campaign for more DO materi- 
al, and I believe my ploas arc beginning to be 
heard. 

On the outside. Judges Guild has been 
licensed to produce DO adventures, and 
their first product w* be on the market be- 
fore Christmas. GenyKhg 

Star Tractor 

Another ma)or system has been added 
to Star Trader ana major changes have taken 
place in the game's trade system since its last 
progress report tn this magazine. The added 
system simulates the effects of planetary 
contacts, personal influence, and accumu- 
lated knowledge of a market. Essentially, 
players who trade frequently lor in volume) 
at a particular system will gain an advantage 
over players who deal there less frequently. 
Eventually, a player can achieve the status of 
"Market Manager," at which point he regu- 
lates all trading on one world in a particular 
commodity. 

This system was added for three rea- 
sons: Fwst it is realistic and adds an impor- 
tant element (contacts) to the Simulanonal 
value of the game; second, the system en- 
courages players to develop fairly constant 
trade routes; third, the system allows the 
players to specialize in specific goods and 
dominate markets of their choosing. 

The changes in the game's i rade system 
took the form of additional detail. In the ori- 
ginal trade system, buying and selling were 
relatively abstract, and there was little direct 
Interaction between the players. The System 
had certain advantages (absolutely no calcu- 
lations were required of tho players, for ex- 
ample), but the lack of player interaction 
proved a deadener for players not consumed 
by an interest In f ree-metket economics. The 
new system, which involves bidding among 
the players, is both more accurate than the 
original system, and a lot of fun to play. Its 
disadvantage is that it takes more time. To 
compensaie. the number of systems and 
goods dealt win m the game has been re- 
duced; the game has become a lot tighter 
and better integrated asa result. 

Another modification, although not as 
broad reaching as the two above, is an in- 
crease m the importance of the Reputation 
Index. Formerly called the Ill-Repute Index, 
this item was used to keep track of players' 
misdeeds, and prevent thorn from gong wild 
with piracy and sabotage But if the players 
are punished for the bad press gamed by fir- 



ing on Federal cruisers, shouldn't they also 
benefit from a good reputation' I think so, 
and the index now affects a variety of game 
functions in a positive way Igetting loans, for 
example) Nick Harp 

Ghostsrwp 

This game has taken a stop backward in 
its development Tho first aitempi at the 
gamo used a paragraph system similar lo 
Voyage of the Pandora, bul was found to be 
lacking on a few counts. First, the answer as 
to why the alien craf I would have entered our 
system was burled in the paragraphs, and we 
felt such a situation was undesirable, sec- 
ond, with paragraphs the game has a limited 
play Wo, for when all the story lines are ex- 
hausted (he players are left with a game no 
longer containing any suspense. A few 
minor efforts were attempted to correct the 
situation, all to no one's satisfaction (most of 
all mine), and a totally now system is in the 
development stage now 

Rather than moving the explorers 
through a ship and encountering keyed chits 
that send the player to the appropriate para- 
graph, the system will use tiles containing 
symbols representing power sources, con- 
trols, access points, openings, corridors, 
computer equipment, electronic equipment, 
etc. Each tile a Investigated by the players, 
using the equipment they have brought with 
them and the skilts which the players choose 
for the characters before ihey embark De- 
pending on the results of the investigation, 
the tile is turned over in a certain direction to 
reveal symbols. The direction in which the 
tile is turned will yield either useful, confus- 
ing, or dangerous symbols. Tho tiles are 
grouped together in areas of the ship and the 
symbols on ihe tiles relate toeach other, thus 
forming such groupings as "high energy/ 
computer equipment /control device/exter- 
nal output." The player uses his noggin to 
connect tho symbols logicatfy and reach con- 
elusions concerning ihe section of the Ship 
he is m and its purpose (sort of a cosmic 
Concentration). 

Our major problems at this point involve 
what typos of symbols to use and how con- 
voluted to make ihe connections, plus decid- 
ing what the "victory conditions" should be 
Would our audience accept a game where 
competition was not the primary purpose of 
playing, but rather an exercise in logic and 
thought process (Such as doing a crossword 
puzzle or working with Rubik's Cube)/ If you 
have any comments about this question, 
pleasecontactmesoon. GenyKkig 



To Help U i Better FuHW Your 
Customer Service Request. . . 

. . . please do not include any other menage to 
SPt on the seme mnwgn M youi lenewel o> 
iuMcnotion lo any msgaiine. or on any 
cuetomer service compiamt about an SPI pro- 
duct. By combining bom menage* on one 
piece of paper, there I* a good chance that 
either one or the other message w»l be lost. 
You may. (I you wtm. Include a nparete meet 
with ■ second message with your renewal, 
subscription, or customer service complaint. 
Please make sura lo inokjde your name and ad- 
dress on both pieces o( paper However, lor 
more effective service, it a beet to send SPI 
two separate letters, one lor each menu age. 




SPI IS PLEASED TO ANNOUNCE 

*j)ragonQuetf 

Second Edition 

A complete and coherent revision and enhancement 

of the most powerful, open-ended fantasy role-playing 

system in print! Available two great ways: 



•;. A beautiful hardbound book containing 
the complete Second Edition version plus a 
starting adventure. 160 pages, full-color 
cover, two-color text pages. 8'-'i"xl]" lacge 
book formal . 

sY Bookcase boved version including soft- 
eover cdiiion with three-hole punch pages 
for binder use; Gamcsmaster Screen (2nd 
Edition); soficovcr BWx 11", 24-page ad- 
venture booklet, The Blade of Alleclus; and 
two 20-sided high quality Gamcscicncedice. 

New Features in the 2nd Edition 

Completely new combat system — designed 
to allow speedy combai resoluiion in campaign*, 
yet still hat a satisfying sense of realism. Noic 
that the fiisi edition combat system is Mill use- 
able (by those who prefer h) with the second 
edition ofDragonQuesr. 
improved expartance points system — no* 
your characters can make noticeable and tangi- 
ble gums within the context or a campaign . 
One handy book — whether it's the high quali- 
ty hardcover edition or the convenient pcrfcci- 
bound, punched softcover — you now have it 
all in one well made book produced by one of 
America's finest hook primer/manufacturers. 
The paper used Is high quality, with add-free 
sheet) which, unlike cheap, groundwood publi- 
cations, will not yellow or crumble with a few 
years' age (in fact, with reasonable care, ihe 
book will last as long as you do!). 

NOW AVAILABLE 
NATIONWIDE 

Hardcover Book: »W Boxed Version: $20 




fefe 



f *3$k 



"PRflGO NSLflYERj 



A fantastic 

character-action game 
based on the film 



Included tn thh <>-■>•■■■■ . . 

* One full-color 17" x 22" map 
of the mythical kingdom 
of Urland 

* One hundred colorful 
Vx1%" die-cut cardboard 
playing tiles 

* One 11" x 17" Dragon Battle 
Display 

* 0ne8'A*xTT sheet of 
easy-to-understand rules 

* One 8% "x 11" sheet of 
quick reference summaries 
and a complete example 
of play 

In Dragonslayer, you are a 
magician embarked on a quesi io 
destroy Vermithrax Pejorative, the fast 
Dragon. Be/ore you confront the dread 
beast, you must travel throughout the 
island kingdom of Urland in search of 
companions, magical items, spells, and 
weapons. Your journey will be eased or 
hindered by events that occur along the 
road, and your every step will be 
dogged by the King 's men — desperate 
men who would take you captive to 
thwart your mission. And should your 
good fortune and skill see you throuRh 
all the dangers of the road, the greatest 
peril yet awaits you. You must face and 
match the awesome creature you have 
sworn to destroy before you can 
win.. .before you can claim the title, 
Dragonslayer. 

Dragonslayer is an easy-to-tearn 
adventure for two to four players of all 
ages. In two to three hours, you can 
play a game through to its exciting 
conclusion. And if you fail to slay the 
Dragon once, you will be sure to try 
again, because no two games will be 
alike. The unexpected lurks in every 
town and hamlet of Dragonslayer, and 
you never know until you face the 
fearsome creature how great a hero 
you can be. 

Available 

nationwide 

for $15 

I The Adventure 
I Game Makers 

257 Park Atciiur Sinilh 
New York. NY 10010 
(212) 673-4103 






kaldef Faerie 



CoDv«n"t ' 1961, Simulabofis Publications, Inc.. New York. NV100B-7396 




*¥~J '*" Trtisnnsi: The rules 10 Albion: Land 0/ Faerie are organized by 
■ 'TL major lopics arranged in the order in which ihey occur in ihe play of 
■*■ ^ Ihe game. Each < uch major topic is given a number and a name, 
below which is usually given a General Rule or description which summarize 
(he rules in lhal Section. This is. in most instances, followed by numbered 
paragraphs called Cases, which give the specifics of (he rules. Note thai the 
numbering of the Cases is a decimal form of the Section number. Players 
should examine the map and counters and then quickly read the rules, 
without trying 10 memorize them. Then the game should be iei up and a 
"trial run" made. 

Should you have any difficulty interpreting ihe rules, please write to 
SPI, phrasing your questions so that ihey can be answered by a simple 
sentence, word, or number. You must enclose a stamped, self-addressed 
"' envelope. We cannoi guarantee a proper answer should you choose to phone 
.' in your question (the right person is not always available — and since SPI 
has published hundreds of games, no one individual is capable of answering 
all questions). Write 10 SPI. Rules Questions Editor for Albion, 257 Park 
Avenue South. New York. New York 10010-7366. 



348PI1 



a" 



• 



[1.0] Introduction 

COMMENTARY: 

In the year 2679 (399 B.C. . according io 
modern reckoning). Aubcron, King of Al- 
bion, sailed in search of Joiunheim. Wiih 
him sailed his court magician. Corin ihc 
Shapcr, ihe Champion of Lcinstcr, Ogmc 
Ironfisi. and a hundred of ihc flower or 
Faerie nobility in five great sailing ships. 
They were to be gone a year. 

Nearly three months to ihe day after 
Aubcron departed Albion, the Trolb of 
Strathclydc brought before Grogan, their 
warchicf. a young Elven captain captured in 
a border raid into Albion. Put to the ques- 
tion, the soldier revealed what he knew of the 
King's absence. On the advice of his court 
witch, Callach, the Troll warchicf dispatched 
his captive north into the land of Moray, 
there to once again be put to the question for 
the edification of Imric Troll-Lord, Master 
of Moray and Speaker of the Clans. 

At leader of the Fomohan Confedera- 
tion of the North, it was Imric \ task to weigh 
ihe effect of such information upon the 
tenuous balance of power between the 
Fomorians and ihcir hereditary enemies, the 
Elves. And so it was thai Imrie weighed and 
pondered and came at last to a decision. And 
that decision was war. 

Albion: Land of Faerie is a game of 
strategy for two players, set against the 
backdrop of the Third Fomorian War of 
2680. which weakened the power of Faerie in 
the Enchanted Isles (present-day Ireland and 
England) and paved the way for the domina- 
tion of men. One player (the Fomorian 
player) controls the Trolls (also called 
Fomorians) of the Confederation of the 
North (present-day Scotland). Con naught, 
Munster. and the Eastmareh, as well as the 
Trolb' allies, the Humans (called Mundanes) 
of The Borders. The Weakl, and The bast- 
match. The other player (the Faerie player) 
controls (he Elvish Kingdoms of Albion. 
Gwynedd, Ulster, and Lcinstcr and the allied 
Gnomes of the Hearthstead of Curwyllan. 

The players alternately move piece* 
representing the forces and persons under 
their control across a map of ancient Britain 
and Ireland and use these pieces to attack 
each other, to capture strategic objectives, 
and to otherwise fulfill their victory condi- 
o being played. 



[2.0] Game Components 

COMMENTARY: 

Each copy o( Albion should include the 
following components : 
One 22* x 34" game map 
One Section of 200 die-cut cardboard 
playing pieces 

One 16-page booklet of rules and 
support material 

Twosix-sideddicc(no[ included in 
Arei edition) 
One game box (not included in Ares edition) 

If any of these pans ate missing or 
damaged, describe the problem on a 
postcard and mail it to: 



ALBION: LANDOf FA ERIE RULES. PACE J 

Customer Service Dept. 
Simulations Publications. Inc. 
25? Park Avenue South 
New York. NY 10010-7366 

Note that SPI cannot replace game com- 
ponent* displaying only minor manufactur- 
ing inaccuracies. 
CASES: 

[ri] The map represents ancient 
Ireland and Britain, part of the 
European continent, and 
surrounding waters. 

The hexagonal grid superimposed on 
the map terrain regulates movement and 
positioning of playing pieces. Each hexagon 
(hex) represents an area four leagues from 
side io side. The map is also divided into a 
number of kingdoms and sea 'ones, to allow 
players to visualize the relative strategic 
situation and execute the mechanics of play. 
Some hexes are color-coded to indicate the 
Magical Aspect of the hex (either mundane, 
normal, enchanted, or wild magic). 

|2.2| The game includes various charts 
and tables, the uses of which are 
explained in appropriate rules Section*. 

The charts and tables printed on the 
map include the Terrain Effects Chan. Com- 
bat Results Table. Casualty Table, Attrition 
Table, Discovery Tabic, and Activation 
Table. A Combat Rating Roster, pnnted in 
this rules booklet , is provided to help players 
record the status of persons under their con- 
trol (this rosier should be photocopied for 
repeated use). Four detailed summaries — 
Enchantments, Magic Items. Places of 
Po*cr, and Persons — arc also provided in 
this booklet. 

[2.3] The playing pieces represent 
companies of troops, individual ships, 
and persons who fought in the Third 
Fomorian War. 

Armies are represented by individual 
Combat Strength Points (CSP's) of a par- 
ticular race and kingdom. Within the same 
color, these pieces arc interchangeable, just 
as though they were denominations of 
money. Each CSP represents a company of 
75 to 1 50 soldiers, depending on the race. 

Each ship piece represents a single nam- 
ed warship at full strength (when face up) or 
damaged (when (ace down). 

Each person playing piece represents 
one of the leading personalities who fought 
in the war. In most cases, the front face of the 
piece shows the person in the company of an 
escort of troops (equivalent to a single CSP). 
and the back face shows the person without 
Ms escort. 

Various markers arc also used in Ihc 
game to represent magic items and destroyed 
fortresses, and io help players keep irack of 
game activities. 
SAMPLE PLAYING PIECES 
Army Playing Piece (Front) 



Drpti/imr*i Hrx- 


-Alklow 


Mawnmr- 


•M Hfe. 




4 



Army Playing Piece (Back) 

Dtpto,mmHr. 




Note: Some army pieces have ihe name of 
the fortress in which they arc deployed on the 
front, and the number of that hex on the 
back, lo help players set up ihe game. Other 
army playing pieces are distinguished only by 
kingdom. These pieces arc printed with dif- 
ferent Combat Strengths on the front and 
back to provide greater flexibility in breaking 
down armies. There is no difference among 
Combat Strength Points of the same 
kingdom, and they may be freely exchanged 
(like money) Io break down or build up ar- 
mies to reflect casualties or to assist in 
maneuver and deployment of those armies. 

Altogether, there are four types of army 
pieces representing the four races depicted in 
the game: 

a JS 

Gnome /* 

Ship Playing Piece (Front) 




i . ■-'...' .:■■•■! -l 



Ship Playing Piece (Back! 




SadSflilfS»™*o/ 



LHmet«l Skip Symbol 

Person Playing Piece (Front! 



-L-2 5 6 

-*-A. 



0aw.War«S""W* Command Kuam 
Person Playing Piece I Back) 




Note: Many persons in thcgamc have special 
abilities that arc depicted by the Person Sym- 
bol used on i heir playing pieces: 



■. \!.-..S,- 



ft I 



•—.fow 

Some persons have mure than one 
special ability. For a complete summary of 
Person Symbols, see the inapshcet. 
Some person pieces show different person* 
on the front and back. Inthesccascs. the per- 
son depicted on the back of the piece enters 
the game whenever the person depicted on 
the front is killed: 



•r person pieces have a magic item on the 
back. In these cases, the magic item is carried 
by the person depicted on the front until thai 
person is killed. At that time, the piece is flip- 
ped over to reveal the mafic item, which may 
be claimed and used by other persons: 



mom 



OTHER PLAVING PIECES 



BACK 




ALBIOS: LASDOF FAERIE RULES. PACE 3 

[3.01 Game Terms 

The terms «Mmv and friendly 
distinguish the playing pieces and actions of 
one player from those of the other. All pieces 
controlled by one player are friendly to one 
another and arc enemies of all pieces con- 
trolled by the other player. Phases during 
which players may undertake certain ac- 
tivities (see Course of Play. 5.0) are also 
referred In as friendly or enemy (for exam- 
ple, a friendly Movement Phase). All friendly 
pieces occupying a single hex constitute a 
stack, sometimes referred to asa "force." 

Playing pieces arc distinguished by type 
(army, ship, or person): race (Elf. Mundane. 
Troll, or Gnome); and kingdom (Ulster. 
Leinsicr, Munstcr, Connaught, The Weald. 
East march, The Borders, Curwyllan, Mun- 
dania, Albion, Gwynedd. Strathclvde. 
Ochil, or Moray). The playing pieces also 
have various ratings printed on them: 
Maximum Combat Strength, A piece's 
basic ability to engage in combat. Combat 
Strength U measured in Combat Strength 
Points (CSP's). Each army piece consists of 
the number of CSP's printed on it. Each 
escort consists of one CSP. Each perton has a 
Maximum Combat Strength printed on hi* 
piece. This is the Combat Strength with 
which the person starts the game. As he suf- 
fers wounds, his Combat Strength will 
decrease to a new Currant Combat Strength; 
as a result of healing, his Current Combat 
Strength can be increased to his Maximum 
Combat Strength again. Only enchantment 
or possession of a magic item can raise a per- 
son's Current Combat Strength higher than 
the Maximum printed on his piece. When in- 
volved in combat, a person always uses his 
Current Combat Strength. 
Basic Magic Strangth. A measure of a per - 
son's ability to perform magic. By adding the 
current Mana Laval (which varies according 
to the Game-Turn in progress) to a person's 
IV ■:■ Magic Strength, the person's Currant 
Magic Strength ts determined. This Current 
Magic Strength helps determine the range at 
which an enchantment will be effective. 



nd Rating. A 



of a person's 



ability to command friendly army CSP's. 
Movemant Allowance. The measure of a 
person's ability to move across the map. The 
Movement Allowance is expressed in terms 
of Movement Points, which are expended to 
enter a hex. 

The magicial quality of a particular hex 
is known as the hex's Aspect. A hex has 
cither no Aspect, or has one of three distinct 
Aspects: mundane, enchanted, or wild magic. 



[4.0] How to Start 
the Game 



1. Select a scenario (see 22.0 and 23.0) and 

determine who will play each side. 



of army pieces (e.g., Troll x 4 means 4 CSP's 

of Trolls). 

Clan Moray 

2611: Bargucst (Brgucst). 2613: Ftntfoot 

(Fltfooi). H / iidnrfer(Windrdr).S»cu'/nc/o»- 

(Strmcrw). Rediooih (Rdtooth). 2714: 

Troll x 4. 2810: Runk. Troll x 4. 3012: Imrk. 

Troll x B. 3105: Gait loch (Gairlch), Troll x 6, 

3206:O u AArart(Oakrirt). 

Clan OchU 

3118: Hogan, Oull/ool, ffoynaVr(Reefrdr), 

MoonfOp( Moon tp). Troll x 6. 3314: Glastyn, 

Troll x 6. 

Clan Cumrock ol Strathclyde 

2821: Troll x 4. 2920: Grogan. Callach. 

Troll x 4. 

Men of ttsa Eastmarch 

3337: Dobk the Scryer. 3439: Magog. 

Troll x 4. 3639: Mad Aimcl. Mundane x 6. 

3737: Bran Og, Mundane x 2. 

Kingdom of the Borders 

3218: Brian Mac Iver (Macher), Smv/wxr 

(Seavnxe). Mundane xfi. 3321: Mundanex2. 

Clan Connaught 

0720:/runr«jrA(l!ii!oo!ii),.<irar<i/!x. 

Blue/ah (Blufish). 1421: Connan. Troll x 6. 

Clan Mac Ennle of Munetee 

0327: Fauwind (Fairs, nd). Pelican. Troll x 4. 

1026: Balor. Troll x 6. 

Men of the Weald 

2242: Season/;. 2340: Cormac. Mundane x 6. 

2941: Dando. Mundane x 2. 3146: Sean, 

Mundane x 6. 3643: Atowo/*rr(Mslwlkr). 

Kingdom of Albion 

2339: Ednc.FoarnridcrM'mrlder), Elf X4. 

3034: BUdor, Fit ■ 4. 3140: Colleran. Elf x4. 

3429: Donvcn. E» x 2. 

3, The Faerie player sets up his inactive 
pieces in the hexes indicated as follows: 
Kingdom of LaJmeeT 

1426; Dagda, Brigil, • ■ >b/b Angus 

MacOg(MacOg).EIfx4. 

Kingdom of Ulster 

1318: Chracan (Ctraotn), BU x 4. 1922: 

Finvarra(Fnvatia). Morigu.Elfx6. 

Trollbane(»l2). 

Kingdom of Gwynedd 

1836: Midinhir(Midnhir). Seawich 

(Scawtch). Elf x 6. 2030: Arwan, Morwtar 

(Mrnstar). Elf x 6. 2437: Branwen (Branwn), 

Elf ■ 4. 2830: Evens/or (Evmlar), Eirx2. 

The Gnomee of CurwyXan 

1241: Trumpin (Trmpin), Gnome x 6. 1740: 

Erskine. Malckin. Gnome x 14. Lyme's 

Hammer ( = 1 1). 2240: Spriggan (Sprggan). 

Gnome x 8. 

4. The Faerie player sets up those inactive 
parsons controlled by neither player in the 
hexes indicated as follows: 

2034: Dunatisthc White. 2608: Mishathc 
Wise. 3433: Gcrflax Haefay (Gcrflax). 3705: 
The Worm of Mousa St our. 



Note that the following playing pieces are de- 
signated by hex number (in bold), person, 
ship (in Halle), by magic item, and by CSP's 



1023: Dana 'sTorquellOS). Nuada's Helm 
(•09), The Red Cleaver <• 10). 1323: The 
Book of Glamours (*0l). The Book of Gyres 
(002). 2128: The Mailcoai of Gofannon 
(080. 2629: Colt Pixy (B04). 2634: 



Gwydkm's Suff (B07), Finn'* Radc (*06). 

3705: Bran's Curse Q03). 

I. The Faerie player place* the Game-Turn 
marker In ihe first bo* of the Game-Turn 
Record Track on the mapsheet. 
7. The Faerie player sets aiide the piece), 
constituting Auberon'a expedition for 
future use: Auberon, Ogmc, Corin. Stout- 
Mean, Caletop, Cloudklss. Swancoat, end 
SHwpttk. 

t sorted 



9. The game is now ready to begin. Play 
commences with ihc first Game-Turn, and 
proceeds for the number of Game-Turn* 
specified in the scenario selected (see 22.0 
and 230). at which lime victory is evaluated. 
Nun.- : The playc-r selling up each slack del er- 
mines the order of pieces in ihe slack (i.e.. 
which pieces are topmost and boiiomost). 
All persons with escorts are deployed with 
their escorts attached. All ships are deployed 
at Full si length. 



[5.0) Course of Play 

GENERAL RULE: 

Albion: Land of Faerie is played in in- 
crements called Game-Turns, during which 
players act according lo a rigidly defined se- 
quence ol play. Each Game-Turn represents 
a fortnight (about 15 days). Each Game-Turn 
consists of three Segment* and two Player- 
Turns, each of which is sub-divided Into a 
number of Phases and Steps. Game activi- 
lies may never be undertaken out of sequence. 
The player whose Player-Turn is in progress 
Ls referred io as t he active player, and h is op- 
ponent is ihe Inactive player. 
SEQUENCE OF PLAV 

A. WNtMr Segment 

Players consull the Game-Turn Record 
Track and note ihe Mane Lavel and the 
weather for the Game-Turn (6.0). 

B. Enchantment Segment 

1. Both players secretly note (on scrap 
paper) what enchantments ihc persons 
they control arc casting during this Segment, 
listing the persons casting the enchantments, 
target hexes (where appropriate), and any 
other information necesary to determine the 
effects of the enchantments. 

2. The players reveal the enchantments they 
will cast during the Segment and all pertinent 
details concerning them. 

3. Each player independently determines 
whether each enchanimcni he is attempting 
lo cat) is effective (7.0). 

4. Enchantments ihai are effective take im- 
mediate effect and remain in effect for ihe 
entire Gamc-Tum. In some cases, ii will be 
necessary to place a marker lo indicate ihls. 

5. Each person who attempted io casi an en- 
chantment (whether successful or not) is 
noted by placing an Enchantment marker 
on his piece. 

C. Attrition Seg m ent 

1. The Fomorian player determine* which of 
his army pieces, ships, and persons musi 



ALBION: LANDOF FAERIE RULES. PAGE4 
undergo attrition as a result of lack of com- 
mand, the presence of storms or other 
weather effects or enchantments, or the oc- 
cupation mundane, enchanted, or wild 
magic hexes (8.0). 

2. The Faerie player rolls two dice for each 
hex containing Fomorian pieces undergoing 
ailriiion. 

3. The Faerie player modifies this dice roll 
according io the rules in 8.2 and consults the 
Amnion Tabic (sec mapsheet) to determine 
ihc level of casualties inflicted on all 
Fomorian pieces undergoing attrition in each 
hex, 

4. The Fomorian player consults the Casual- 
ty Table (see mapsheet) to determine the ex- 
act losses he suffers as a consequence of the 
result obtained in the preceding Step, and 
removes the indicated losses. 

T*e two players retene roles and repeat Slept I 
through 4 to determine the attrition tosses Svf/ered 
by the Faerie player. 

D. Fomorian Player-Turn 

1. Recove«y Phase 

a. The Fomorian player determines which of 
his persons occupy hexes which have 
automatic healing properties, and removes 
the appropriate number of wounds from 
those persons (9.0). 

b. The Fomorian player removes all Refit 
markers from his ships and turns each ship 
that had a Refit marker face-up to reveal us 
undamaged side. 

o. Ai hit discretion, the Fomorian player 
may place Refu markers on any of his 
damaged ships which are eligible to initiate 
repairs during this Phase (9.0). 

d. The Fomorian player determines which 
of his persons arc eligible to have wounds 
healed during the Phase (including those 
healed in Step a). 

e. The Fomorian player rolls one die for 
each person eligible in Step d. If the roll is 
less than or equal to the Current Combai 
Strength of the person, he recovers from a 
number of wounds equal to the roll. Other- 
's from no wounds. 



2. Aciiv.no* Pm*« 

a. The Fomorian player consults the Activa- 
tion Table (see mapsheei) io determine which 
friendly Inactive pieces are eligible to become 
active. Note thai only the Worm is friendly 
lo the Fomorian player for purposes of this 
roll; numerous inactive persons and king- 
doms are friendly to the Faerie player. 

b. For each eligible inactive piece, the 
Fomorian player rolls (WO dice and modifies 
the result per 10.4. 

c. In each case where the modified roll is less 
than or equal to ihe number for ihai piece (or 
kingdom), ihe piece (or all the pieces of the 
kingdom) becomes active under ihc 
Fomorian player's control. Otherwise, piece* 
remain inactive, and no new attempt io ac- 
tivate them is possible uniil ihe next 
Fomorian Activation Phase. 

3. Movr.ui:Hi Pimm 

a. The Fomorian player moves each of his 
pieces or stacks individually in any directions 
up IO the limil of their individual Movement 
Allowances, splitting and'or combining 
slacks, adjusting the order in which pieces 



are stacked together, and conducting over- 
runs and artifact searches as he wishes. 

b. When ihc Fomorian player has moved all 
his pieces that he wishes to move by normal 
movement , he declare* which of his pieces (if 
any) will attempt a forced march. Stacks 
ihai engage in forced march move again, us- 
ing a number of Movement Point* equaling 
the Command Rating of any one friendly 
person in the slack. 

c. When all forced marche* are completed, 
the Fomorian player rolls two dice for each 
stack that engaged in forced march, subtract- 
ing ihe Command Rating of any one person 
accompanying the stack. He then consults 
the Attrition Table (sec mapsheei), using ihis 
total io determine the loss level suffered by 
ihe stack as a result of forced march (applied 
as in 8.0). 

4. Reaction Phah 

The Faerie player may move all his eligible 
stacks (13.0) a number of Movement Points 
equal to the Command Rating of one friend- 
ly person in their stack. 
6. Comsai Phase 

a. The Fomorian player announce* which of 
his pieces co-occupying a hex with enemy 
pieces will at lack ihose enemy ptcces in a bat- 
tle or engagement. 

b. The Faerie player states in each case listed 
in ihe previous Step ihe type of terrain (from 
those available in the hex) in which his pieces 
will defend. 

c The Fomorian player announces the 
hexes (from among those in which he is 
fighting banks and engagements) in which 
he also wishes to conduct challenge com- 
bat and specifies the type of challenge com- 
bat he wishes to initiate. 
d. The Faerie player announces which of 
those challenge combats declared in the 
previous Step he will accept. He may also 
declare thai he is initialing challenge combat 
in hexes in which, although a bailie or 
engagement is taking place, ihe Fomorian 
has initialed no challenge combat (or only 
one type of challenge combat). 

a. The Fomorian player announce* which 
challenge combalshe will accept from among 
ihose initiated by ihe Faerie player in ihc 
previous Step. 

f. The Fomorian player announces which 
hexes containing only opposing persons (and 
possibly ships on which those persons are not 
embarked) will be sites of melee combai . 

g. For each challenge combat and melee 
combai announced and accepted in Steps c. 
d. a. and f . ihe Fomorian player executes ihe 
combat resolution procedures discussed in 
16.0, and both players remove losses as 
discussed in 7.0. 

h. When all challenge and melee combats 
have been resolved, the players individually 
resolve all battles and engagements announc- 
ed in StepadS.Oand 16.0). 
E. Faerie Pleyer-Turn 
The Faerie Player-Turn is conducted exactly 
as the Fomorian Player-Turn, except the 
Faerie player is the active player. Whenever 
"Fomorian" is mentioned in D. read 
"Faerie," and vice versa. 



This sequence of play Is repeated until the 
end of (he last Game-Turn of the scenario be- 
ing played. Ai the end of each full Game- 
Turn, the Game -Turn market is advanced 
oneboxalongiheCamc-Tum RccordTrack. 



[6.0] Weather 



GENERAL RULE: 

Weather afreets Ihe movement capabili- 
ties of pieces and may necessitate attrition 
for some pieces. The weather for the entire 
map for each Game-Turn is listed on the 
Game-Turn Record Track. The weather can 
be altered locally, or for the entire map. 
through enchantments or magic items. There 
arc three type* of weather: clear, rain, and 

CASES: 

(6. 1 ) Cleat weather has no effect 
on play. 

(6.2) The following rule* apply to each 
hex subjected to rain: 



1. All ships that are bad sailer* that begin 
an Attrition Segment at sea must undergo at- 
trition during (hat Segment. 

2. All ships pay one additional Movement 
Point to enter each hex. 



3. All minor rivers that bolder only hexes in 
which (here is rain ate treated as major rivet 
hexsides. The effects of fords (but not ferrses 
and bridges) on such hexsides arc ignored. 

4. The Movement Point cost to enter a clear 
hex ot any hex by trail is increased by one. 

5. Land pieces may leave (but not enter) 
marsh hexes. 

(6.3) The following tules apply to each 
hex subjected to snow: 

1. The Movement Point cost to enter a 
mountain hex and cross a mountain pass hex- 
side is doubted. The cost to cross a mountain 
paw hexside is noi doubled if only one of the 
hexes joined by that hexside is under the cf- 
fectsof snow, however. 

2. Mtnot river hexsides (ha( border only 
hexes in which the weather is snow arc 
treated as cleat hexsides. 

3. Army CSP's occupying a wo* hex must 
undergo attrition unless in a friendly fort rev.. 

4. Ships occupying a coastal hex under the 
effects of snow may not depait (hat hex. 
Ships must cease movement upon entering 
such a hex. 

5. Each ship designated a bad sailer that oc- 
cupies an all-sea hex under the effects of 
snow during the Attrition Segment must 
undergo attrition during that Segment. 

I. The Movement Point cost to enter clear, 
woods, forest, and rough hexes is increased 
by one. All marsh hexes are treated as ckar. 

(6*| Snow can occur only as the result 
of an enchantment 

Note (hat there ate no snow Game- 
Turns Indicated on the Game-Turn Record 
Track. 



ALBIOS: LASOOF FAERIE RULES. PAGE 5 

[7.0] Removing Losses 

GENERAL RULE: 

Persons may lose Combat Strength 
Points: ships may lose Slaps, causing them 
to be damaged or destroyed: and army (and 
escon) Combat Strength Points may be 
removed ftom play. 
PROCEDURE: 

Whenever a player is required to remove 
losses Irom aimy/escott pieces, each loss 
represents one Combat Strength Point (CSP) 
permanently removed from play. A CSP loss 
may be satisfied by removing an escort (in- 
vert the person piece to which the escort Is at- 
tached to reveal the uncsconcd side) ot by 
removing or inverting an army piece. Exam- 
ple: A 2-CSP army piece required to lossone 
CSP would be inverted to reveal its l-CSP 
side. Remember that army CSP's are inter- 
changeable within the same color (kingdom). 

Ships lakes losses in terms of Steps 
rather than CSP's. Each ship has two Steps, 
represented by the ship piece's front, lull- 
sttcngth side and back, damaged side. To 
satisfy a onc-S(ep loss, invert a full-sttength 
ship to it s damaged side, ot remove a damag- 
ed ship from play. Removing a full-sttcngth 
ship from play satisfies a two-Step loss. Ships 
removed ftom play never ret utn to (he game, 
but a ship that loses only one Step (damaged) 
may be repaired (9.0). 

Damage to a person is recorded on the 
Combat Strength Roster. Each player should 
keep his own copy of this roster, upon which 
he secretly records the losses suffered by his 
persons. Losses to persons are represented by 
wounds which are marked in the boxes op- 
posite (he person's name as shown: 

COMBATSTRENGTH ROSTER 
ALBION 



Antler.,:. 




Collcran 


XX 


Cor in 


XXX 



In tha trample. CoHtranhaifiturdiwo 
HVtmtb; Corlr hoi reeel'rd three wotindt - *w 
Mat/mum Combat Sffugiil — andhai r*m beet 
killed. Auberon « hhmommW 

When all of a person's boxes aie marked off, 
(he persons's piece is removed from the map 
(If the person had an escort, a CSP of iheap- 
propriare kingdom should be put in the per- 
son's place). Persons who still have unmark- 
ed boxes remaining may be healed of (heir 
wounds (9.0). As wounds arc healed, they arc 
erased from (he person's boxes. 
CASES: 

|7.l) Losses as a result of combat and 
attrition are found on the 
Casualty TeWe. 

In most cases, losses suffered by a piece 
will be inflicted by results derived from (he 
Combat Results Table or Attrition Table (sec 
mapshect). The results on these two tables 
are expressed in letms of letters which are in- 
dexed, according to Ihe size of (he forces in- 
volved, on the Casually Table. All results on 
(his table apply to all pieces involved in the 
combat or attrition dice toll which resulted in 
casualties and which are part of the same 
friendly stack. 



(7.2j The player who controls a stack 
determines how loeses are distributed 
among the pieces In that stack. 

So long as all losses arc removed (see 
7. J, however), the player may distribute 
them among eligible pieces as he sees fit. Ex- 
ception: Certain results (indicated with a 1) 
on (he Casually Table requite that all losses 
to a particular type of piece be removed from 
one piece of that type until the piece is 
destroyed, afier which any remaining losses 
may be removed ftom any eligible pieces of 
that type. 

(7.3) Excess losses ere ignored. 

If a player has insufficient pieces in a 
stack (o satisfy a required class of loss, (he 
balance of i he loss is ignored . Such losses are 
never convened (o another type. 

(7.4) Losses are removed Independently 
and simultaneously when inflicted as a 
result of combat. 

Neiiher player may examine how his op- 
ponent applies his losses before he applies his 
own. All losses are removed before retreats 
arc undertaken. 

(7.5) Army/escort CSP's aboard a ship 
are destroyed whenever the ship sinks. 

Army and escort CSP's never suffer 
losses as a result of a naval engagement. 
Results to the left of (he slash on the Casualty 
Table are ignored in such cases. However, at- 
my/escot( CSP's aboard ships are destroyed 
if the ship on which they are embatked is 
sunk. Persons aboard ships which are sunk 
are immediately reassigned to .any friendly 
ships remaining in the slack. If no friendly 
ships remain, the persons are killed unless (he 
hex is a coastal hex an no enemy ships remain 
in the hex. If the hex is a coastal hex and (here 
are no enemy ships in the hex, the persons are 
considered to have reach shore. In any event, 
all magic Items (including possessions) car- 
ried by a person aboard a ship which sinks 
are removed ftom play. 

(7.6) A piece's Cuttent Combat 
Strength Is used as its Combat 
Strength. 

Persons have their Combat Strengths 
reduced by one fot every wound they have 
suffered. Similarly, the Com bat Strengthof a 
damaged ship is shown on its damaged side. 

(7.7) Casualty Table 
(sec mapshect) 

(7.8) Combat Strength Rostet 

(seepage II) 
|7.9) Persons Summary 



3.0) Attrition 



GENERAL RULE: 

The following pieces are required lu 
undergo attrition during (he Attrition Seg- 
ment : 

1. Any ship occupying a hex which is under 
an enchantment of Vortex Creation (»09) 
during an Attrition Segment . 

2. Any ship (hat is a bad sailer occupying a 
hex under the effect of tain or snow during 
an Attriton Segment. 



3. Any Elvish CSP's and/or persons not em- 
barked upon a ship and occupying a mun- 
dane hex. 

4. Any Mundane CSP's and/or persons not 
embarked upon a ship and occupying an en- 
chanted hex. 

6. Any CSP oi person (of any race) not em- 
barked on a ship and occupying a wild magic 
hex. 

6. Any army CSP not occupying a fortress 
and not under the command of a person. 

7. Any army CSP not occupying a fortress 
and in a hex affected by snow. 

8. Pieces in a hex under the effects of Finn's 
Radc. 

PROCEDURE: 

The Procedure outlined in Section C of 
the sequence of play is employed to deter- 
mine the exact effects of attrition. All 
mutually friendly pieces undergoing attrition 
in a hex undergo attrition together, as a single 
stack. 
CASES: 

|8.1) Pieces in a particular hex may 
undergo attrition only onca par 
Ga mo-Turn. 

In some cases, pieces in a hex may be 
subject to attrition to two oi mote reasons. 
In such cases, all mutually friendly pieces in 
the hex undergo one attrition dkc roll. 
However, all dice roll modifications ap- 
plicable to any piece undergoing attrition in 
the hex apply to all pieces undergoing attri- 
tion in that hex. Such dice toll modifications 
are cumulative. 

Example: If 4 Elvish army CSP's without a 
commander occupy a mundane hex (+3 to 
the dice roll) over which an enchantment of 
Vortex Creation is cast I • 5 to the dice roll) 
during the same Attrition Segment in which 
that hex is occupied by 3 friendly army CSP's 
of uncommanded Gnomes, both the Elves 
and the Gnomes would be required to 
undergo attrition. Since all friendly pieces 
undergoing attrition in a hex must do so in a 
single dice roll, that dice roll would be 
modi Tied by » 8 for all pieces in the hex > 

(8.21 Tr>* attrition dice roll may be 
modified In a variety of weya: 
Subtrmct... 

...the Command Rating of any one person In 
the hex who is undergoing attrition. 
...the Base Magic Strength of any one person 
in the hex who is undergoing attrition. 
Add... 

...3 if the pieces undergoing attrition are 
Elvish pieces in a mundane hex. 
...3 if the pieces undergoing aitrition arc 
Mundane pieces in an enchanted hex. 
. . .the current Mana Level if the hex the stack 
occupies is a wild magic hex. 
...3 If the pieces undergoing attrition are do- 
ing so as a rcsuli of an enchantment of 
Vortex Creation. 

...5 if the pieces are undergoing attrition as a 
result of meeting with Finn's Rade. 
...5 If the pieces arc undergoing attrition as a 
result of the presence of Bran's Curse. 

18.3] Attrition lab 1 - 

(see mapshcet) 



ALBlON:LANDOFFAERIERULES. PAGES 
18 4) Attrition results in the loss of 
CSP's and Steps from persons, armies, 
escorts, and ships. 

Pieces not required to undergo attrition 
in a hex are not affected by attrition, and 
may not be damaged or removed to satisfy 
losses. When both ships and persons undergo 
attrition together, both ships and persons 
suffer the indicated losses on the Casually 
Table. Thus, If a casualty result of 3 is arrived 
at, 3 Steps must be removed from the ships 
undergoing attrition and 2 wounds must be 
inflicted on persons. 



[9.0J Recovery and Refit 

GENERAL RULE: 

A person who has suffered a wound may 
be healed, and a ship that has lost a Step 
may be refit using the procedure described in 
t he sequence of play. 
Cases: 

[9.1) Only ships occupying coastal 
hexes free of enemy ships and ar- 
my/escort CSP's during a friendly 
Recovery Phase may be refit. 



Refit markers should be placed on refit- 
ting ships. All persons and army CSP's are 
considered debarked as soon as a Refit mark- 
er is placed on the ship carrying them. They 
may not move during their Player -Turn. 

|9.2] Any number of ships may be refit 
during a Recovery Phase, and any 
number of wounds may be recovered 
from the active player's persons. 

|9.3) Ships with Refit markers are elimi- 
nated H they occupy a hex containing 
one or more enemy (but no friendly) 
ships et the end of any Phase. 

I ■■ ; I Ships with Refit markers are elimi- 
nated if they occupy a hex in which the 
only army/escort CSP's present are 
mi i!-", at the end of any Phase. 

(9.5) The placement of Refit markers 
on ships is entirety voluntary. 

(9.6) Persons occupying the Culllan 
Braes. Gil's Rest, Kelle Braes. Rona'a 
Bath, or a hex with Misha'a Rod may 
have one or more wounds healed (20.6 
and 19.6). 

|9.7J The Active Player muat attempt to 
heal all Persons under his control (in- 
cluding those controlled through en- 
chantment) who are suffering from 
wounds during his Recovery Phaae. 



[10.0] Activation 

GENERAL RULE: 

All pieces except Auberon's Expedition 
and those used as "change" arc placed on the 
map at the start of the game. All pieces on the 
map are in one of two states: active or inac- 



tive. Active pieces are fully controlled by one 
Player. Inactive pieces may not move (ex- 
ception: 10.3), attack, or perform any other 
game functions. Active pieces never become 
inactive. Inactive pieces may be "Activated" 
by dice rolls on the Activation Table (see 
mapshcet); see the sequence of play. In addi- 
tion, Inactive pieces are activated when they 
are attacked by enemy pieces, when the 
enemy player attempts to cast any enchant- 
ment which would affect them, or when 
enemy pieces enter their kingdom. Whenever 
a person or kingdom is activated, thai person 
(or all pieces assigned to that kingdom) may 
move and perform all game functions, as di- 
rected by the player friendly to them. 
CASES: 

1 10-1 ] Auberon's Expedition Is the only 
force not deployed on the map at the 
start of play. 

Beginning on Game-Turn 4, the Faerie 
player rolls two dice in each friendly Activa- 
tion Phase to see if Auberon's Expedition 
enters the game. If activated, the Faerie 
player places the expedition In any mapedgc 
hex in the Jotun Sea Zone or the Sea of Mor- 
ay Zone. All five ships must be placed in the 
same hex, and all three persons (and Auber- 
on's escort) must be assigned to the same 
ship. Once activated, the Faerie player con- 
trols Auberon's expedition. 

(10.2) The Worm of Mouse Stour. Mlshe 
the Wise. Dunatla the White, and Ger- 
flax Haefay are deployed Inective in 
specified Places of Power. 

The Worm is friendly to the Fomorian 
player, while Misha, Dunatis, and Gerflax 
are friendly to the Faerie player. Each of 
these persons may be activated (Individually) 
by a roll on the Activation Table, by the entry 
of enemy pieces into their hex, or by any at- 
tack against them or attempt by the Enemy 
player to cast an enchantment over them . 

(10.3) Gwynedd. Curwyllan. Ulster, and 
Lalnster begin the game Inactive, but 
friendly to the Faerie player. 

They arc activated (separately) In the 
manner indicated in the General Rule. Note 
thai only mainland hexes are considered for 
purposes of activation: enemy pieces can 
enter island hexes without violating the neu- 
trality of (and thus activating) these king- 
doms. Note also that , as an exception to the 
General Rule, the Faerie player may move ar- 
mies and persons (no ships) of these nations 
while they are inactive. No piece may exit its 
own kingdom until activated, however. 

110.4) Activation Table 
(seemapsheci) 



[11.0] How to Move Pieces 

GENERAL RULE: 

Each piece has a printed Movement Al- 
lowance. This Movement Allowance is ex- 
pressed In Movment Points. Moving pieces 
expend one or more Movement Points to 
enter each hex. The Movement Point (MP) 
cost for each race to enter each type of ter- 
rain is listed on the Terrain Effects Chart (see 
mapshcet). The ability of pieces to move it 



affected by ihe presence of other pieces, by 
enchantments, and by the weather (6.0, 17.0. 
and 19.0). 
PROCEDURE: 

The aciive player may move hit pieces 
during a friendly Movement phase. The In- 
active player may move his pieces during a 
Reaction Phase. Each player may move his 
pieces through contiguous hexes in any dircc- 
tion(s) up to (but not exceeding) the limit of 
each piece's Movement Allowance. A piece 
may not enter a hex unless it has sufficient 
Movement Points to nay the entry cost for 
thai he*. A piece is never obligated to move. 
Unused Movement Points may not be loaned 
to other pieces or saved for later use, 
however. 

Pieces may be moved individually or in 
groups (Slacks). A stack moves at the rate of 
ihe slowest piece in it. however. For example, 
if one piece would be required to expend 2 
MP's to enter a hex. and another piece in the 
same slack would be required to expend 3 
MP's, both pieces moving together would be 
required to expend 3 MP's to enter the hex. 
The active player may break up and 'or com- 
bine stacks any number of limes during his 
Movement Phase, creating new stacks as ne- 
cessary, or trading pieces between stacks 
which occupy ihe same hex. The active player 
may stop moving a piece or stack before its 
movement is finished in order to move other 
pieces or slacks returning later to resume the 
original piece or stack's movement . 

CASES: 

|ll.l] Army CSP's not undar the com- 
mand of b friendly Parson or not em- 
barked on ships may not move during 
any Movement or Reaction Phase. 

[ll.2| Certain pieces must stop moving 
upon entering a hex containing some 
types of enemy pieces. 

All army/cscon CSP's must stop when- 
ever they enter a hex occupied by enemy ar- 
my/escort CSP's or heroes. Persons moving 
with the army/escort CSP's musi also slop. 
The active player's pieces may only continue 
their movement in this case if they conduct a 
successful Overrun of the hex. See 12.S. 

All persons must stop whenever they 
enier a hex containing enemy army/escort 
CSP's and may only continue their move- 
ment if they successfully evade their enemy 
pieces (18.0). 

Note: Persons accompanying armies or 
with escorts attached are noi affected by the 
workings of this provision and may not at- 
tempt to evade ihe enemy pieces. 

111-31 Whenever there ere two or more 
types of terrain In a hex. the player 
conducting movement chooses any 
one type of traveraeeble terrain present 
m the hex. 

His pieces entering the hex stacked to- 
gether pay only ihe entry cost for that one 
lype of terrain. This determination may be 
made anew for each piece or slack entering 
the hex. Note that a hex's Aspect Is not con- 
sidered a terrain type; a player's choice of ter- 
rain includes only physical terrain. 
| ll.4| The hexside through which a 
piece enters a hex mey affect the 
Movement Point cost to enter the hex. 



ALBION: LANDOFFAERIE RULES. PAGET 
Whenever a person or army /escort CSP 
enters a hex through a pass, minor riser, or 
Tord (or ferry, bridge, or tunnel, in the case 
of Elses). the Movement Point cost for that 
lype of hexside listed on ihe Terain Effects 
Chan is added to the cosi of the terrain of Ihe 
hex. All such costs are cumulative. Hexside 
terrain costs arc always assessed: a player 
may not assume thai a hexside consists of 
clear terrain per the treatment of terrain in- 
side a hex, as discussed in 11.3. 

[11.5J Trails and Faerie roads negate the 
effects of the terrain in hexes for pur- 
poses of movement. 

Hexside terrain is not negated. A piece 
that enters a hex containing a trail or Faerie 
road across a hexside containing that same 
symbol pays the trail or Faerie road cost to 
enter the hex. Trails and Faerie roads cease to 
exist In mountain pa" hexside* during snow 
Game-Turns. 

|I1.6) Army and person pieces entering 
a dyke hex always pey the dyke hex 
cost, regerdless of other terrain In 
the hex. 

111. "I The cost to enter a hex varies 
with the type end race of the piece en- 
tering the hex. 

Ship pieces pay only one MP to enter 
any hex in any sea except the Minches (which 
costs 2 MP's per hex), but may only enler all 
sea or coastal hexes. Army CSP's, escorts, 
and persons pay the number of MP's listed 
on the Terrain Effects Chart under the col- 
umn representing their race. For this pur- 
pose, ihe race of Ihe game's pieces is given 
below: 

Human: Callach and all persons and army 
CSP's of The Borders. The Weald, and The 
East march. 

EH: All persons and army CSP's of Albion. 
Gwyncdd, Ulster, and Lcinstcr. plus Dunatls. 
MishaandGcrflax. 

Gnome: All persons and army CSP's of 
Curwyllan. 

Troi: All persons and army CSP's of Con- 
naught. Clan Cumrock, Clan Gogma, Clan 
MacEnnis. Clan Moray, and Clan Ochil (ex- 
cept Callach, who is human). In addition, the 
Worm moses as a Troll on land (and as a ship 
at sea). 

Callach's Waff and the Cait Sith pay I 
MP per hex regardless of the type or terrain 
In the hex and pey no additional costs for 
hexssdc*. 

1 1 1 .8) Some types of terrein ere prohib- 
ited to certain pieces. 

Ships may never enter hexes which do 
not contain some sea. All other pieces except 
the Cait Sith. Callach's Waff, and The Worm 
may noi enter any hex unless it contains some 
land (or they are embarked on a ship). Only 
the Cail Sith, Callach's Waff, and The Worm 
may cross major river/lake hexsidcs. They 
ignore these types of hexsidcs. Only the Cait 
Sith and Callach's Waff may cross mountain 
hexsidcs. Only Elves (and Gnomes accompa- 
nied by an Elf person and/or Elvish army 
Combat Strength Poinis) may make use of 
any ferries and bridges (all other pieces treai 
ferries and bridges as though they were nor- 



mal minor river hexsidcs) or tunnels (Other 
pieces treai them as mountain hex sides). 

|119) The arrangement of a suck ol 
pieces mey be freely altered during e 
friendly Movement Phase, as pert of 
Reaction Movement, or during e com- 
bet In which the pieces are involved. 

The order in which pieces arc stacked in- 
dkaics what pcrson(s) command the pieces, 
who possesses which magk iiems. and 
whet her apiece is embarked on aship(l2.1). 

To indicate that a person possesses a 
magic item, the item is placed beneath a per- 
son. To Indicate that a piece is being carried 
by a ship, the piece is placed beneath ihe 
ship. The person who commands a group of 
Army CSP's is slacked on top of the CSP's 
(unless embarked on a ship, in which case, 
the person and CSP's In Ihe slack will all be 
beneath the ships). The order in which per- 
sons are slacked in relation to each other is 
immaterial (e.g., if a king, marshal, and cap- 
tain were all preseni in the hex. any of the 
three could be slacked on topof the others). 

The players may never examine each 
others' stacks except as a result of an En- 
chantment of Vision (or a magic item having 
the same effect). 

Some persons have a symbol on ihe 
front of their piece indicating that they have 
an escort attached. This escori is the equival- 
ent of 1 Army CSP in all ways except that it is 
directly attached io the person and so is noi 
subject to command rules. Just as ihe order 
in which pieces arc stacked may be adjusted 
during movement, so may escorts be freely 
atiached or detached during movement or 
reaction. When an escort is attached to an 
unescorted person, the person's piece is turn- 
ed over to reveal the from face (escort attach- 
ed) and one Army CSP « removed from ihe 
hex. When an escort is detached, the person 
is lurncd over to reveal the back (unescorted) 
side. An escort may only be attached to 
unescorted persons with escort capacity (one 
side indicates an escon's presence) who oc- 
cupy a hex with a friendly Army CSP of the 
same color. 



[12.0] Special Movement 

GENERAL RULE: 

Several types of movement may be em- 
ployed during a friendly Movement (never 
Reaction) Phase. These include: tclcpona- 
tion. sea transport, overrun, flight (see ?.9). 
and forced march. In addilion, artifact 
searches may be conducted (though these are 
not movement, they do cost Movement 
Points: see 20.3). 
CASES: 

(12.1) Ships may embark and/or deberk 
friendly persons, escorts, and srmiea 
which occupy a coastal hex with them. 
Ships and those pieces noted in 11.8 are 
the only pieces ihal can enler all-sea hexes 
without the aid of ships. Pieces that enier all- 
sea hexes on ships use sea transport. 
Whenever land pieces (persons, arnues, and 
escorts) occupy a coastal hex with friendly 
ships during their Movement Phase, the 
ships pay $ Movement Points to embark the 



pieces. Once embarked, ihc pieces may be 
carried by the ships without penally for rhe 
remainder of ihcir movement. Pieces carried 
by ship* may also be debarked ai any lime 
during a friendly Movement Phase that the 
ship occupies a coastal hex, ai a cosi of 5 
Movement Points 10 ihe ship (regardless of 
the number of pieces transported). There is 
no limit to the number of pieces which can be 
embarked/debarked during a Phase. How- 
ever, a ship may have only one army or es- 
cort embarked at any instant. Any number of 
persons may be embarked, however. Land 
pieces arc shown 10 be on board a ship by 
placing ihem beneath the ship. The Worm, 
Callach's Waff, and the Cait Sith may never 
be embarked. 

Players should note thai the map for Al- 
bion very accurately duplicates the coastline 
of the British Isles. As a result, however, a 
number of hexes have more than one coast- 
line (e.g. hex 2317). When moving by sea, 
players should remember which side of a hex 
their ships occupy, so that fleets are not drag- 
ged across a peninsula. 
(12.2) A ship and the pieces embetked 
on It era treated a* a single piece 

Land pieces using sea transport during a 
Movcmcnl Phase may not move by land dur- 
ing that Phase. They have no Movement Al- 
lowance, and may not expend Movement 
Points for any purpose. Further, the fate of 
the ship determines the fate of any pieces car- 
ried aboard it. If a ship sinks, the land pieces 
it carries are destroyed (exception: sec 7.5). 
Land pieces aboard a ship may not cast en- 
chantments, engage in artifact searches, or 
participate in battles. They may engage in 
challenge combat, and their combat abilities 
are considered when conducting engage- 
ments. Embarked pieces always move with 
the shipcarying them untilthey arc debarked. 
(12.31 Teleportatlon allows a person to 
move directly between Places of 
Power. 

Any person occupying a Place of Power 
may expend one Movement Point to attempt 
teleportation. Immediately upon expending 
the MP, the owning player rolls two dice. If 
the roll is less than or equal to the person's 
Current Magic Strength (see 3.0). the person 
may be moved immediately lo any other 
Place of Power with a range equal to that 
person's Current Magic Strength in hexes. If 
the dice toll is greater than the person's Cur- 
rent Magic Strength, the attempt fails and 
the person immediately takes one wound. A 
new attempt may be made immediately by 
expending another MP. if the player wishes. 

A person may telcport other friendly 
persons and escorts occupying the same hex 
with him. but he must expend one additional 
MP per extra person teleported (although the 
dice arc rolled only once). It costs two addi- 
tional MP's per escort teleported along with 
a person. Not all persons being teleported 
need be moved to the same hex . 
[12.4) Armies and persons may engage 
In forced march. 

The procedure for conducting forced 
marches is described in the sequence of play. 
Note: Pieces conducting forced marches 
may not attempt to employ sea transport. 
They may telepon. and may conduct over- 
runs and artifact searches. 



ALBtOS LAHD OF FAERIE RULES. PAGE 8 
( 12.51 Overruns are a special typ« of 
movement in which the active player's 
pieces attack enemy pieces. 

Whenever one or more Army/Escort 
CSP's enter a dear, woods or rough hex 
which docs not contain an enemy-controlled 
fortress, they may overrun any enemy ar- 
my/escort pieces and heroes in the hex. The 
moving pieces immediately expend four 
MP's in addition to the cost to enter the hex. 
A battle is then resolved as described in 15.0 
and 16.0. If. after one Round of battle, the 
enemy pieces arc destroyed or retreat from 
the hex, the attacking pieces may continue 
their movement. Otherwise, they must cease 
moving for the remainder of the Phase (no 
additional Rounds of combat arc conducted). 
All pieces conducting an overrun must be 
part of the same stack when they enter the 
hex of the overrun. In addition to all normal 
battle modifications. 3 is subtracted from the 
attack dice-roll. Challenge combats may take 
place as a prelude t 



[12.6] Terrain Effects Chan 
(scemspshtco 

[12.71 Discovery Tebie 

(see mapsheeH 



[13.0] Reaction to 
Movement 

GENERAL RULE: 

During the Reaction Phase of each 
Player-Turn, the inactive player may move 
any eligible unembarked land pieces under 
his control. 
PROCEDURE: 

The inactive player examines all his 
stacks which are within 6 hexes (5 intervening 
hexes) or enemy/army escort CSP's. Each 
stack which is within a range in hexes equal to 
the Command Rating of any one person of 
his choice in the stack may react. A number 
of Movement Points equal 10 the Command 
Rating of any one person of his choice in the 
stack may be expended on reaction. These 
Movement Points may only be used to move. 
A stack may not exit a hex containing enemy 
army/escort CSP's unless the Command 
Rating of a person in the reacting stack is 
greater than the highest Command Rating of 
any enemy person in the hex. 



114.0] Command Control 

GENERAL RULE: 

Army CSP's (but n*>> ships, persons, or 
escorts) suffer penalties whenever they are 
not under command. Assignment of an army 
piece to a person's command is indicated by 
placing the piece directly beneath the 
person's piece. 
CASES: 

[14.1) Army CSP's which are not under 
command suffer the following 
penalties: 

1. They may not move, react, or conduct 
forced march. They may embark and/or de- 
bark, and may be transported by sea. 



2. They undergo attrition each Attrition 
Segment in whkh they do not occupy a for- 

3. They may participate in combat and be 
removed to satisfy losses, but their Combat 
Strength is always halved (rounded down). 
All forces of army CSP's have a minimum 
Combat Strength of I. however. Thus, 2 
Gnome CSP's which arc out of command in 
a dyke hex would have a Combat Strength of 
I. rather than 0( '/i rounded down). 

4. Units which are out of command may not 
conduct artifact searches or overruns. 

(14.2) To be in commend, an army CSP 
must be stacked beneath a person 
meeting the requirements of H.3. 

The order in whkh pieces are stacked 
may be changed at any time during move- 
ment or at the conclusion of a combat 
Round. 

(14.3) Persons may command only 
specified army CSP's. 



5 1 




■5 13 




i'i sa* 

I 1 A 



Captains may command only army 
CSP's of their own color. Marshals may com- 
mand only army CSP's of their own race. 
King's may command any friendly army 
CSP's. 

|I4.4) Regardless of who commands a 
stack, the Command Rating used to 
modify various game functions must 
be that of the highest- ranked person in 
the stack (regardless of race). 

If only Captains ate present, any Cap- 
Iain's Command Rating may be used. How- 
ever, if a Marshal is present, only his Com- 
mand Rating may be used, unless a King is 
present, in which case his Command Rating 
must be used. If there are two or more per- 
sons of equal rank, the owning player may 
choose which Command Rating is used. 



[15.0] Initiating Combat 

GENERAL RULE: 

Combat may take place in any hex con- 
taining opposing pieces. The initiation of 
combat iv always voluntary, although the in- 
active player must defend whenever any non- 
challenge (15.4) combat is initiated by the ac- 
tive player. There are five distinct types of 
combat in Albion: battle, engagement, me- 
lee, dud arcane, and trial by combat. 
CASES: 

[15.1) The active pleyer may initiete a 
battle whenever his armies, escorts, or 
heroes occupy a hex containing enemy 
armies, escorts or heroes. 

At least one army or escort CSP must be 
present (on one side or the other). If only per- 
sons (even heroes) ate present, no battle may 
take place (melee is possible). All friendly 
and enemy armies, escorts, and persons in a 
hex must participate in any battle initiated in 
that hex. Exception: Ships and pieces cm- 
barked on them may not participate in Battles. 



115.3) Th» active pleyer may initiate a 
naval engagement between his ships 
and enemy shipi occupying the sam» 



hex. 



ir a 



Ted i: 



ihn, 



mgapeme 
ships with Refit markers nuy not participate 
and ignore all results. All other friendly and 
enemy ships in the hex must participate, as 
must any persons, escorts, and army CSP's 
embarked on such ships. Unem barked land 
pieces may not participate inan engagement. 
115.31 In the abeenca of army/escort 
CSP's. the active player may Initiate a 
melee between hia persons and enemy 
persona occupying a hex. 

Ships and person* embarked on ships 
may not mclcc (though ihey may engage in 
duels arcane and trials by combat). The pre- 
sence of the ship in a hex has no effcel on the 
ability of persons not embarked on (hose 
ships to melee. Once a melee is initiated, all 
persons not embarked on a ship who occupy 
that hex must participate unless they possess 
a magic ilem (Colt Pixy. Brigit's Cloak. Ger- 
fla.- Wand, or the Staff of Dunatis) allowing 
them 10 evade auiomaiically. In this case, 
melee may be declined by the person possess- 
ing the item (and by any or all other persons 
in the hex). 

1I5.4| Either player may initiate one or 
both types of challenge combat during 
a Combat Phase. 



mbalj 



of ii 



ing a formal duel between champions of both 
sides. There are two distinct types of chal- 
lenge combat: the duel arcane (15,5) and 
trial by combat (15.6). Challenge combats 
are announced and resolved as described in 
the sequence of play. To initiate a challenge 
combat, the player states the ho in which the 
combat will take place, which type of combat 
it will be, and what person will be the 
challenger (but not what that person's cur- 
rent strengths are or what magic iicms he 
may be carrying). The opposing player, in 
each case, states whether or not he will accept 
the challenge, and which friendly person in 
the hex will fight for him. Only one person 
per side may fighi in each challenge combat, 
and only one challenge combat of each type 
may be initiated per battle or engagement. 
Magic items may be transferred between 
friendly persons occupying the same hex 
before resolving challenge combat. 
[I5.5| A duel arcane Is a type of 
challenge combat between magicians. 

Only persons with a Basic Magic 
Strength of at least 1 may partkipaic in a 
duel arcane. Such combat is resolved using 
each participant's Current Musk Strength 
(16.4). 

|15.6) A trial by combat Is challenge 
combat between werriors. 

A person's Current Combat Strength is 
used in a trial by combat ( I6.S). 

115.1) Several type* of combat may 
take place in the aame hew in one Com- 
bat Phase. 

11 is theoretically possible for a battle, a 
naval engagement and two duels arcane and 
two trials by combat (one challenge combat 
pet type for the battle, and one per type for 
the engagement) to take place in the same hex 



scribed in 16.0. 

(15.8) Combat is conducted in Rounds 
during which the initiative may pass 
back and forth between players. 

Each time the Combat Ratio is calcu- 
lated, the dice arc rolled and losses arc re- 
moved. These actions constitute one Round. 
Once a Round is completed, a new Round 
begins. The active player is always the attack- 
er initially and his opponent is always the 
defender. However, except in the case of 
challenge combat, ihe attacker may decline 
to continue attacking ai the end of each 
Round. The original defender then has the 
option to become the attacker. If he chooses 
to do so, the Combat Ratio is calculated 
anew (but the terrain type remains the same 
in all Rounds once selected). The players may 
trade ihe initiative back and forth between 
each other in this manner, resolving one com- 
bat Roundafter another inahex until: 

1. All of the pieces of one side are eliminated 
or have successfully evaded (19.0). 

2. Oncsidereireatsoutofihehcxasatesuli 
of combat (scctheCombat Results Table). 
S. Both sides decline to initiate a new Round 
of combat. 

4. The combat result of a bailie or engage- 
ment has resulted in the elimination oral! ar- 
my/escort and ship pieces in a hex (opposing 
persons may remain; a melee may not occur 
if a battle or engagement in which the per- 
sons look pan has already taken place). 



|16.0] Resolving Combat 

general rule: 

Combat is resolved by indexing the 
Combat Ratio for the combat with a modi- 
fied dice-roll on the Combat Results Table. 
The result of this procedure is indexed with 
the the or each force to determine the exact 
losses that each side suffer*. Each lype of 
combat in each hex b resolved independent- 
ly. The order in which the combats are resolv- 
ed (within the sequence of play) is entirely up 
to the active player. He need not announce 
the order in which he will resolve his combats 
in advance. Each individual combat must be 
resolved before proceeding to a new combat, 
however (i.e., one of the results given in 15.8 

CASES: 



1. The active player announces the hex in 
which the battle will take place. 

2. The inactive player states which terrain 
type his pieces will defend in (Exception: 
17.|). All Combai Strength modifications 
listed on the Terrain Effects Chan are ap- 
plied to both players' pieces. Even if the initi- 
ative changes and Ihe original attacker be- 
comes the defender, the terrain type does nol 
change. 

3. The attacking player may announce 
challenge combat (sec the sequence of play). 
The Inactive player accepts (or refuses) these 
challenge combai s, and may initiate his own. 



4. Each player adds the Current Combai 
Strength of each hero and Current Magic 
Sirengih of every person on his side to his 
modified combai sirengih. 
8. The Auacker's Combat Strength is divid- 
ed by ihe defender's Combat Strength, and 
rounded down to the nearest simplified 
Combai Ratio found on the Combat Results 
Table (ihus. 5 CSP's attacking 11 CSP's be- 
come* a Combat Ratio of 1-3). There is no 
voluntary reduction of Combai Ratios. 
f. The attacking player rolls ihe dice, and 
modifies ihe result as follows: 
Add... 

...The Command Raiing of any one attack- 
ing person in the hex. 

.. . 3 if ihe defending player declined a duel ar- 
cane intiiiaied as a result of the baule and 
one or more defending persons with a Basic 
Magic Raiing of I or higher is participating in 
the bank. 

...5 if the defending player declined a trial by 
combat initiated as a result of the batile and 
any defending persons are participating in 
the batile. 
Subtract.. 

...The Command Rating of any one defend- 
ing person in the hex. 

...3 if the attacking player declined a duel ar- 
cane initiated as a result of the battle and one 
or more attacking persons with a Basic Magtc 
Rating of 1 or higher is participating in the 
battle. 

...5 if the attacking player declined a trial by 
combat initialed as a resuli of ihe bank and 
one or more attacking persons is participat- 
ing in ihe battle. 

7. The Combat Ratio found in Step 5 yields 
a column on the Combai Results Table. The 
modified roll yields a row. The intersection 
of line and column yields a pair of letters. 
The letter to ihe right of the slash refers to ihe 
defender. The kiter to ihe left of the slash re- 
fers lo The anacker. These results are used 10 
determine losses on the Casually Tabk. 

8. Each player finds ihe column on ihe Ca- 
sualty Table containing his lettered result. 

9. Each player Ihen finds the strength of 
force involved in the combat by adding to- 
gether all of ihe army/escort CSP's thai par- 
ticipated in the combat without modifying 
their strength in any way. Face value is al- 
ways used to calculate losses. The resulting 
strength of force will fall within one of Ihe 
spans of numbers listed in the kft-most col- 
umn of ihe Casualty Tabk. 

10. By indexing the line representing the 
strength of force wiih ihe column represent- 
ing the combai result, the player determines 
his losses. Losses to the kft of Ihe slash refer 
to army/escort CSP's. while losses to ihe 
right of the slash refer to wounds inflicted on 
persons who participated in the combat. If a 
result has a 1, all wounds or enough to kill the 
person (whenever is less) arc removed from 
one person who participated in ihe bank. 
Any wounds in excess of what is necessary <o 
kill the person arc inflicted on other persons 
who participated in the combat. 

|16.2) Engagements are resolved as 



1. The active player announces the hex In 
which the engagement will take place. 

2. The active playci may announce and con- 
duct challenge combat. The defending player 
may accept lor refuse) these challenge com- 
bats, and may propose his own . 

3. Each player totals the Combat Strengths 
of his participating ships, heroes, and ar- 
my/escort CSP'scarricd aboard the ships. 

4. The resulting totals arc expressed as a 
Combat Ratio (16. 1 . Step 5). 

6. The attacking player rolls two dice, and 
modifies the roll exactly as in 16.1 , Step 6. 

5. The modified roll is indexed with the 
Combat Ratio on the Combat Results Table 
to yield a combat result. 

7. Each player's combat result is indexed 
with his strength of fore* on the Casualty 
Table. The strength of force for an engage- 
ment is found by adding the Combat 
Strength of the ships involved. Army/evcorl 
and person CSP's are ignored. 

8. Numbers on the left of the slash on the 
Casualty Table are ignored. Those to the 
right of the slash represent both steps tost 
from ships, and wounds inflicted on persons. 
A result with a 1 indicates that at least one 
person must be killed ( 16. 1. Step 10). and 1 one 
ship sunk. 

1 16.3) Melees are resolved as follows: 

1. The active player announces the hex in 
which the melee will take place. 

2. The players separately total the Cuirent 
Combat Strength or Current Magic Strength 
(whichever is higher) for each of their partici- 
pating persons. Only one strength (combat 
or magic) can be used per person (though 
each time the combat strength is recalculat- 
ed, the rating selected may be changed). The 
Current Combat Strength of heroes is doubl- 
ed for purposes of melee combat . 

3. The resulting totals arc expressed as a 
Combat Ratio (16. 1, Step S). 

4. The attacking player rolls two dice and 
modifies the result as follows: 

Add... 

...The Command Rating of any one attack- 
ing person in the hex. 
Subtrmct... 

...The Command Rating of any one defend- 
ing person in the hex. 

6. The modified roll is indexed with the 
Combat Ratio on the Combal Results Table 
to yield a combat result. 

•. Each player indexes his combat result 
with his strength of force on the Casually 
Table. The strength of force is found using 
the same numbers as were used to calculate 
the Combat Ratio, except that the face value 
of all persons is used (the Mana Level is not 
added to persons' Bask Magic Strengths and 
the Combat Strengths of heroes are not 
doubled). 

7. The losses to the left of the slash on the 
Casually Table are ignored. Those to the 
right of the slash are wounds inflicted. A re- 
sult with a 1 indicates that at least one person 
must be killed (16.1. Step 10). 

|I6.4) Duals arcana are conducted slml- 
{■fly to melees. 



ALBtOS LASDOF FAERIE RULES. PAGE 10 

The major differences are two: 

1. The persons involved may only use their 
Current Magic Strengths to calculate the 
Combat Ratio. 

2. Only one person may participate per 
player. 

There ate no modifications to the dice 
roll (except as a result of magic items). Com- 
mand has no effect on duel arcane. Accep- 
tance of a duel arcane U voluntary but. once 
accepted, a person may never withdraw from 
the duel (all retreat results arc ignored) until 
one or both panic) pants arc dead. 

|16.5] Trials by combat are conducted 
similarly to melees. 

The major differences are two: 

1. The persons involved may only use their 
Combat Strength (doubled if they are 
capable of Heroic Combat) for purposes of 
calculating the Combat Ratio and strength of 
force (using their unmodified Combat 
Strength). 

2. Only one person may participate per 
player. 

There are no modifications to the com- 
bat resolution dice toll (except as a result of 
magk Items). Command has no effect on 
trial by combat. Acceptance of a trial by 
combat is voluntary but, once accepted, a 
person may never withdraw from the trial 
(retreat results are ignored) until one or both 
participants are dead. 

116.6) Combat Results Table 
(ire mapshKO 



[17.0] Fortresses 

GENERAL RULE: 

There arc five types of fortresses: 
knowes (the cities the Elves built inside hol- 
low hills), dclvings (the deep-dug halls of the 
Gnomes), brochs (the huge circular towers 
built by the Trolls), stockades (the ditched 
and pailisaded man-towns), and dykes (the 
five enchanted hexes of Dermot's Dyke 
which form a magical barrier between Faerie 
and the north). Each of these fortress types 
modifies the Combat Strengths for army/es- 
cort CSP's which fight batiles(only) in them. 
CASES: 

)I7.|) If a battle is initiated against ar- 
my/escort CSP's and persona occupy- 
ing a hex containing an undeetroyed 
friendly fortress, they are considered to 
be inside the fortress. 

If a functioning friendly fortress is in a 
hex, a player's force must defend In that for- 
tress. Thereafter, all Rounds or that battle 
arc conducted using the terrain bonuses and 
penalties for the fortress. Players should note 
that both the attacker and defender's Com- 
bat Strengths are modified when a battle is 
fought at a fortress. 

(17.2) Only army/escort CSP'a (not 
ships or persons) are affected by the 
presence of a fortress. 
1)7.3) A person In a friendly fortress 
may not be attacked in melee combat 
unless the fortress is destroyed. 



Persons may be challenged to trial by 
combat and duels arcane, however. 

1)7.4) All fortresses except dykee have 
an intrinsic defensive Combet Strength 
of 1. 

This strength is added to that of other 
friendly pieces which are defendingin the hex 
(only). It is never modified by terrain. This 
intrinsic strength may be eliminated as a 
combat loss. However, it may only be elimi- 
nated for this purpose after all other ar- 
my/escort CSP's in Ihc hex have been elimi- 
nated. Its elimination docs not result in a vic- 
tory point award (23.0). but does destroy the 
fortress for the rest of the game (place a Ruin 
marker in the hex). Fortresses may be de- 
stroyed, but never captured. Dykes may 
never be destroyed, however. 

[IT .51 Persons may not attack pieces In- 
side a fortress unless they attack in 
conjunction with one or more 
a r my / escort CSP's. 

(17.61 * dyke Is the only type of for- 
tress that affects movement. 

AH pieces except Elves (and Faerie-con- 
trolled pieces accompanied by Elves) pay 6 
MP's to enter a dyke hex. Elves (and accom- 
panying pieces) pay only 1 MP. 



[18.01 Evasion 

GENERAL RULE: 

Whenever persons other than heroes oc- 
cupy a hex containing enemy army/escort 
CSP's. Ihcy arc automatically killed unless 
oneofthefollowingconditionsismet: 

1. The persons are inside a fortress or em- 
barked on ships. 

2. The enemy army/escort CSP's are em- 
barked on ships. 

3. A friendly hero or friendly army/escort 
CSP's are in the hex. 

4. The persons successfully evade the enemy 
CSP's. 

In general, opposing pieces in the same 
hex are considered to be aware of each other. 
However, the evasion procedure may be used 
to evade enemy pieces. In effect, successful 
evasion allows unfriendly pieces to occupy 
the same hex as if they were ignorant of each 
other. Evasion may be attempted in the fol- 
lowing situations: 

1. Persons may attempt to evade enemy 
pieces whkh enter their hex during the enemy 
Movement Phase. 

2. Persons may attempt to evade enemy 
pieces occupying hexes which they enter dur- 
ing a friendly Movement Phase. 

3. Persons may attempt to evade enemy 
pieces at the conclusion of a battle in which 
all friendly army/escort CSP's and heroes 
have been killed (and they would themselves 
be killed, unkss evasion is successful). 

Ships, armks, and persons with escorts 
may not evade. 
PROCEDURE: 

Whenever a player desires to evade, 
both players roll a die. Each player's roll is 
modified by the addition of either the Com- 
mand Rating (or the Current Magic Strength 



— tolling player'* choice) ol one friendly 
person In (he hex. A player with army/escort 
CSP's in the he> has the additional Option of 
adding the number of army/escort CSP's to 
hit roll (instead of using a person's rating). 
The player with the highest modified roll de- 
cides whether the evasion attempt succeeded. 
CASES: 

[18.11 Pieces which succestulry evade 
while moving may ignore the presence 
of enemy pieces in the hex in which 
the evasion took place. 

(18 2) Pieces which successfully evade 
enemy pieces entering their hex may 
not be overrun or otherwise attacked 
by those pieces. 

Other pieces which enter the hot and are 
not evaded may still overrun or attack the 
persons. Note that when one piece in a he* is 
in contact with enemy pieces, all pieces are in 
contact. Therefore, if one slack of enemy 
pieces u evaded and another is not, the first 
stack may participate in the attack of the 
stack which was not evaded. If pieces enter a 
hex containing enemy pieces and successfully 
evade, they may ignore the enemy pieces and 
continue moving. Note that pieces in an un- 
destroyed fortress may not evade. 

II8.3| If • hero is present in a hex, the 
options of persons in that hex are in- 
creased. 

A hero functions as if his Combat 
Strength was the strength of an army (e.g.. a 
Combat Strength of 3 is equal to 3 army 
CSP's). Consequently, so long as a hero oc- 
cupies a hex, the persons in the hex are con- 
sidered to be accompanied by friendly ar- 
my/escort CSP's. If the hero leaves the hex 
or is eliminated, the persons will be killed if 
enemy army/escott CSP's enter the hex (un- 
less they evade). Note that heroes may at- 
tempt to evade, just like any other person. 



[19.0] Enchantment 

GENERAL RULE; 

An enchantment isa potent form of ma- 
gic used only by enchanters. During the En- 
chantment Scgcmcnt. both players secretly 
plot enchantments as described in Part B of 
the sequence of play. Players then reveal 
what enchantments they have plotted, deter- 
mine the effects of these enchantments, and 
place an Enchantment marker on each per- 
son who attempted to cast an enchantment. 
Most enchantments take immediate effect, 
and remain in effect for the remainder of the 
Game-Turn. The specifics of each enchant- 
ment arc given in 19.4. 
PROCEDURE: 

1. The player controlling the casting en- 
chanter determines that person's Current 
Magic Strength. 

2. ThcpUyerthenroUsthcdice.lftherollis 
less than or equal to the Current Magic 
Strength, the enchantment is successful and 
takes immediate effect. Otherwise it fails, 
and no new attempt to cast an enchantment 
may be made by the casting person. 



ALBIOH:LAKDOFFAERIERULES.PAGEH 
CASES: 

|19.l| Only enchanters who occupy a 
Place of Power may attempt to cast an 
enchantment. 

In addition, certain enchantments re- 
quire that a person occupy a specific Place of 
Power, or have possession of a magk item. 

|I9.2) Only one enchantment may be 
cast by any one enchanter during each 
Enchantment Segment. 

|I9.31 Persons who attempt to cast an 

enchantment during an Enchantment 
Segment may do nothing else for the 
remainder of the Game-Turn. 

Such persons may not accept challenge 
combat (though no penalty is suffered for 
this refusal). move, conduct artifact searches, 
react to enemy movement, or take any other 
action except to defend themselves if attack- 
ed. They may provide Command Control 
and, once attacked, may choose to adopt the 
role of attacker if the original attacker de- 
clines to continue a combat he originated. 
(19. 4| EnchantmentSummary 



(MSp 



14) 



|19.S| Places ol PowerSummary 
(seepage 16) 



[20.0] Magic Items 

GENERAL RULE: 

There are three types of magic items in 
the game: artifacts, heirlooms and posses- 
sions. Aiifacts are those 10 items numbered 
between 01 and 10 which are deployed in 
Places of Power at the beginning of the game 
and may be discovered and acquired by per- 
sons. Heirlooms are those two items (11 and 
12) belonging to Curwyllan and Ulster which 
may be used by any person whose playing 
piece is the same color as the heirloom's play- 
ing piece. Possessions are those 11 items 
numbered 13 through 23 which are portrayed 
on the back of the playing piece of the indivi- 
dual who povsesses them at the beginning of 
the game. 
CASES: 

[.■ill] Persons, ships, and armies may 
carry magic Items, or they may be 
stored In friendly fortresses. 

Possession of a magic item is indicated 
by placing it beneath the person, ship, or ar- 
mies that arc carrying it. The item may be 
transferred between friendly pieces during 
movement or reaction or at the beginning of 
a combat Round during which the bearer and 
the piece to which it is being transferred oc- 
cupy the same hex. Anytime a magic item is 
not carried by a piece or docs not occupy a 
fortress, it may be picked up during move- 
ment or reaction by any active piece entering 
ihchex. 

(20.2) Only eligible persons may use 
magic items. 

Any person may carry a magk item, but 
tliere are a number of restrictions on when an 
item may be used: 

1. An item which increases one or more of a 
person's characteristics (Magic Strength. 
Combat Strength. Command Rating) may 



only be used by persons possessing Ratings 
of 1 or higher in every one of the affected 
characteristics. 

2. A particular person may only use one 
magic weapon at a time. Magic weapons in- 
clude: The Red Cleaver, Lyme's Hammer, 
Trollbane, Hand of Torbay, Ogme's Axe, 
and The Sword Requiter. 

3. A particular person may only use one 
Wizard's Staff at a time. Wizard's Staffs in- 
clude: Gwydion's Staff, Gerflax' Wand, 
Mate's Rod. and The Staff of Dunattt. 

4. A petson may only use two magic items 
per Phase or Segment. A person may not be- 
nefit from mote than two items bomc on his 
person during a Phase (although he may be- 
nefit from additional items borne by some- 
one else). 

[20.3) Artifacts may only enter the 
game as a result of an artifact seerch. 

The 10 artifacts deployed on the map at 
the beginning of the game will never be used 
until discovered. Discovery may be accom- 
plished whenever one or more active persons 
occupy the hex in w hich the item is deployed 
during their Movement Phase. The procedure 
for discovering artifacts is listed below: 

1. The active player announces that he is 
searching the hex and which persons aie par- 
ticipating in the search. He also announces 
how many MP's (minimum of 4; maximum 
of 8) all persons in the hex will expend on the 
search. 

2. TheCurrcni Magic Strength of all persons 
involved in the search is added to the number 
of escort (not army) CSP's attached to those 
persons. 

3. The span of numbers on the Discovery 
Table (see mapsheet) within which this total 
falls is found and two dice are rolled. 

4. The number of MP\ (above (he minimum 
of A) expended on (he search is added to the 
roll, and the total is indexed with the column 
found in Step 3. The result obtained will be 
no effect, a curse, or the number of an arti- 
fact (see 20.6) which is discovered. If a result 
is obtained which cannot be met (for exam- 
ple, item 01 is discovered, but has already 
been carried off), it is treated as no effect. 
Regardless of the result, any number of 
searches can be conducted in the same hex, 
and/or by the same pieces in a Phase. A new- 
ly discovered ilcm must immediately be as- 
signed to one person participating in the 
search, or it may be left in the hex and treated 
as if it were undiscovered. 

(20.4] Undiscovered magic items may 
be freely examined by both players. 

(20.5) Magk: items may be captured or 
destroyed in melee or battle. 

Whenever a person Is killed in melee, 
battle, duel arcane, or trial by combat, any 
magic items in that person's possession suffer 
one of three fates: (1) they may be picked up 
by a friendly person or army CSP; (2) they 
may be captured by an enemy person or army 
CSP; (3) they may be destroyed. The player 
who controlled (he dead person tolls two 
dice. If the result Is a 2 or 3, the item is brok- 
en or blasted and permanently removed from 
play. If the result is 4. 5. 6, 7, or 8. the item is 
captured by a person (or army CSP) of the 



original owner's choice. EaoeaHon: if a per- 
son dies in a duel arcane or trial by combai. 
any items possessed are destroyed on a dice 
roll of 2-9. On a dice roll of 10, 1 1. or 12. they 
are captured by ihe enemy person who was 
the victor in the mctcc (if he is still alive). If 
that person is also dead, the magic item it au- 
tomaiically recovered by the player whose 
person controlled It prior to the melee. 

(20.6) Magic Item Summary 
(sec rruraheei) 



[21.0] Scenarios and 

Victory Conditions 

GENERAL RULE. 

There ate two scenarios in Albion: "Al- 
bion Alone" (22.0). and "Faerie Twilight" 
(23.0). It is recommended that players play 
the short gamc."Albion Alone" before at- 
tempting "Faerie Twilight." It is also recom- 
mended thai the playeis use only those magic 
items, enchantments, special Place of Power, 
and special person attributes which are mark- 
ed with a star on the summaries the first lime 
they play the game. 
PROCEDURE: 

The scenario descriptions and the 
Game-Turn Record Track list when each sce- 
nario begins and ends, special rules applying 
to the scenarios, and the victory conditions 
for each s 



UIIUlil- 



ALttlOS: LAHDOF FAERIE RULES. PACE 17 

(22.01 Albion Alone 

COMMENTARY: 

The invasion of Albion during the sec- 
ond fortnight in Beltane caught the lords ol 
Faerie totally unprepared and very nearly 
succeeded in destroying the might of the 
Elves during the first six weeks of the war. 
"Albion Alone" portrays this desperate lime 
in a shott game format designed to allow 
players to master the game without playing 
an entire campaign . 
CASES: 

(22.1) Tha scenario begins on Game- 
Turn I and laats for thrao Game-Turns 

until tha and Of Game Turn 3. 

(22.21 The- Faerie player may not roll for 
the entry of Auberons Expedition dur- 
ing thia scenario. 

(22. 3| The Fomorian player may exe- 
cute a pre-game Movement Phase prior 
to the first Game-Turn of the scenario. 

This rule simulates the early mobiliza- 
tion of Fomonan forces. All Fomorian piec- 
es may be moved exactly as during a normal 
Movement Phase, except that the Movement 
Allowances of all Fomorian pieces are Iri- 
pled. No Fomorian piece may enter any hex 
of Gwynedd. Albion, Curwyllan. Ulster, or 
Leinstei. The weather for this pre-game 
movement is clear. Pieces may not force 
match during a pre-game n 



(7.81 COMBAT STRENGTH ROSTER 



CASES: 

|2I.I| Victory Is based on the 

tion ot Victory Points IVP's). 

VP's arc granted for the destruction of 
enemy pieces and fortresses. Note thai play- 
ers receive VP's for the destruction of enemy 
pieces even when they had nothing to do with 
their destruction. 

(21.2) The following VP awarda are 
granted to both players In both 
scenarios: 

I VP per enemy ship CSP sunk during play' 
I VP per enemy army/escort CSP destroyed 
during play* 

10 VP per enemy fortress destroyed during 
play 

5 Vp per enemy person killed during play 
"The Fomorian player begins the game with 
a loial of 121 ship and army/escort CSP's. 
The Faerie player (including all allies) has a 
total of 133 CSP's. 

(2I.3| Certain VP awards are made only 
during the "Albion Alone - scenario. 

The Fomorian player receives a 15 VP 
bonus (in addition to the normal VP's for de- 
stroying fortresses) for destroying Caer Can- 
morgan (3034), Blnckdown Delving (1740). 
BruBh Tara (M26), and Caer Knockma 
( 1922), for a possible bonus of 60 V P 's. 
(21.4) Certain VP awards are made only 
during the "Faerie Twilight" scenario: 

The Fomorian player receive* an award 
of 30 VP's for each enemy country (Albion, 
Curwyllan. Gwynedd, Ulster, Leinstcr) 
which has losi all of its persons by the end of 
the game (including the Caii Sith, in the case 
of Albion). 



(22.4) The Faerie player may not cast 
enchantments until the Game-Turn 

following the turn In which a Fomorian 
piece (any type) enters any hex of 
Gwynedd, Albion. Curwyllan. Ulster, or 
Leinster. 

(22.5| The Fomorian player wins if he 
accumulates at least three times the 
Victory Points accumulated by the 
Faerie player at the end of the 

Otherwise, the Faerie player wins. 



[23.0] Faerie Twilight 

COMMENTARY: 

This scenario recreates the entire Third 
Fomorian War, from the initial invasion of 
Albion, until the final retreat of the Fomori- 
an army. 
CASES: 

n Game- 

(23.2) Tha player with the most Victory 
Points at the end of the game wins. 
However, if both players have accumu- 
lated more than 400 Victory Points lin 
total), the game Is a draw and both 
players lose. The vigor of the old races 
has been dissipated, and the Mundanes 
take over the Enchanted Isles. 

n effect 



Aubcion 


_□ 


Colleran 


rncne 


Corin 


CDC 


Dorwen 


DDDDDD 


Edric 


DDDD 


Elidor 


ocean 


CLAN CONNAUGHT 


Con nan 


CDGODC 


CLANCUMROCK 


Callaeh 


-:l: 


Grc'jjiin 


-. r __ c 


CLAN GOGMA 


Magog 


DCDDCD 


CLAN MAC ENNIS 


Balor 


■ ,r. ~r 


CLAN MORAY 


Bargucsi 


ODDD 


Gasrloch 


CQDDD 


lmric 


nr r^n- 


Rurtk 


DDDCDD 


CLANOCHIL 


Bog.-m 


encun 


Glastyn 


cnDco 


CURWYLLAN 


F.rskine 


JL. 


Malekin 


c 


Spnw-an 


-J. 


Trumnin 


-.-... 


GWYNEDD 


Aixiiii 


onoon 




n. . 


Midinhir 


DC3L 


LEINSTER 


Angus 


CDC 


Brigit 


nr 


Dagda 


□CCDC 


Opne 


DODCDD 


NON-ALIGNED 


Cait Sith 


■_ .. ;_._" _"l 


Callaeh 'sWafi 


r^C 




. ..r 


Ccrflax 


:■[_■ 


Mis ha 


_ljl: 


The Worm 


DODCOD 


THE BORDERS 


Brian 


rcn~ 


THEEASTMARCH 




: in;-.:: 


BranOg 


caooD 


Dobie 


r.^c 


THE WEALD 




. nr-- 


Dando 


:jl:uljl;li 


Sean 


ODD 


ULSTER 


Citiracin 


OCCjCD 




coca 


Morigu 


crjen 



ALBIOXtASIiOr lAtHIt ft I ES. PAGE 13 



[7.9] PERSONS SUMMARY 

Certain special rules apply to various Person* 
in ihe gam*. Each eniry below gives the Per- 
son's name and, sometimes, ink. ihc years of 
•heir birth and d«nh (according to the old 
reckoning) and an alpha -numeric code Tor pur- 
poses of reference. The letters in each Person '* 
identity code indicate rate Is: Elf; g: Gnome; 
m: Mundane; t: Troll; a: Ancient; and a: Su- 
pernatural). Ancient* move like Elves, and Su- 
pernatural* move in special ways described in 
II O.Per.uns are Ikied acurding to the King, 
dom of player to whom they owe allegiance 

I F ft OF RS AND HEROES OF ALBION 
■01. Auberoa the Short. King in Albion 
(2032-2680) AubenmrwainsihegameofT-map 
with Auberon's Expedition, which hat sailed in 
search ofiotunheim. 

•02. Call/ran Ihe Brave. Manhal uf ihe Fan 
12106-2680) Cnlleran may never enter any 
kingdom euepi Albiou, The Eastrrurch and 
The Weald unless accompanied by a Friendly 
Marshal or King. 

•03. WUdEdrk. Prince of Albion 
(2633-2841) Auberon's youngest son becomes 
■ Marshal Immediately if hU elder brother (Eli- 
dor) becomes King. If both Ehdor and Auber- 
on arc dead. Edric becomes King. 
•04. Elidor, Crown Prince of Albion 
(2598-2680) Auberon's eldest son becomes 
King if Aubcron is killed (immediately gaining 
the power to command all friendly forces). 
•06. Ooncen TruUtlaywr. King's Champion 
(2335-2680) Dorwen bears Ihe blade Requlter. 
and can never part with il unless he is killed In 
addition. Dorwen'* repuiatiun among the Fo- 
morians is so fell thai he receives a shif! of one 
column in hit favor whenever he partiripmes in 
challenge combat. 
•08. Carlo ThaShaper* 
(7-2680) Auberon's Court Magician is accom- 
panying Auberon's expedition at Ihc slan of 
the game, [f Corin is killed, his piece rs not re- 
moved from play. Imicad. ii is replaced with 
the Caii Siih. ihc great Demoncai thai Corin 
bound lo hii service and which is sworn to 
avenge his death. The Cail &ih is controlled by 
the Faerie player. 

LEADERSANDHEROESOFLEINSTEH 
•07. Dagda SHrerhalr. King of leinUer 
(1*06-2680) If Dagda is killed. Angus Mac Og 
becomes King of Ldnstcr and gains the ability 
lo command any Friendly troops. 
•01. AngutMacOf, The Curse of Monster 
(2396-2740) Angus Mac Og becomes King of 
Leinsier if Dagda is killed. 
•08. Ogme Irnnfist, Champion of Leinsier 
(2394-2660) Ogmc begins the game off-map 
with Auberon's Expedition. Osune tarries Og. 
me* Axe (the Great Axe of Lciniter) ai the 
start of the game Leinster is activated (if still 
Inaci ive) when Ogmc enters the game. 
•10. Briglt Shleldmaiden. Princess of Lemtter 
(2414-2740) If bath Dagda and Angus Mac Oit 
are killed, Brigit becomes Quern fircar as a 
King). Brlgii bears Brlgit'% Cloak at the start of 
the game. 



LEADERS AND HEROES OFULSTER 
•11. Flnwrra, King of Ulster 
11M2-2R2II) II Fhwarra u killed, Morigu be- 
comes Queen of Ulster (treat as a King) He 
carriei Troltbane at the start of the game. 



•12- Cluracan ihe Hold. Hero of Ulster 

(2387-26*0) If Cluracan meelsConnan in chal- 
lenge combat, the Combat Ratio is adjufted 
one column in Connan's favor. 

•73. Morigu the Enchantnu.Prlncni of C liter 
(2399-28281 Morigu becomes Queen (Ircat as 
Khie) if Finvarra is killed. If Cluracan fa killed, 
any challenge combat In which she fights a 
Troll has ihe Combat Ratio shifted 2 columns 
in her favor 

LEADERS AND HEROESOFMUNSTER 
•W. Ancaa the Black. King of Gwynrdd 
(2086-2680) Midinhir becomes King of Gwy- 
nedd if Arwan (skilled. 
•«. Midinhir the Protector 
(2143-2853) ir Aiwan is killed, Midinhir be- 
comes King of Gwyncdd. 

•«. Brammm the Fair, Princess of Gwynedd 
(2178-2868) If both of her brothers arc dead 
(Arwan and Midinhir). Branwcn becomes 
Queen (treai as Kingfof Gwynedd. 
LEADERS AND HEROES OF CURWYU.AN 
fli7. FrtUnr Derpdelver. King of the Gnome* 
(2615-2723) EnkinecarriesZ.j-me'sHffmmfrat 
Ihc start of Ihe game. If he ts kilkd. Spriggan 
becomes King of Curwyilan. 
gW. Tmmpin, Matter of 'Bodmin Delving 
(2638-2680) If both Enkinc and Spriggan are 
killed, Trumpin becomes King of Curwy linn. 
g». Spriggan, Matter of Thorstan Hall 
(2633-2680) Spriggan becomes King of Cur- 
wyllanifErskine is killed. 
920. Black Malekin. The Mage 
(2628-2680) Malekin is Ersklne's Court Mage. 
He carries The Hand of Torbay ai the begin- 
ning of the game. 
HEROES AND LEADERS OF 
THE FO MORI AN ALLIANCE 
121. Bogan Hedcap of OcnH 
(2622-2680) If Began and Elidot meet in 
challenge combat, the Combat Ratio U shifted 
one column in Bogan's favor. Bogan becomes 
Warchicf (King) of Ochil if Claiiyn is killed. 
X22. GuutynBearkitler, Warchief of Ochil 
(2620-2680) If Glastyn diet. Bogan becomes 
Waichiefftreat as King) of Ochil. 
123. Connan, the Avenger of Connaught 
(2634-2680) ir Connan and Cluracan met in 
challenge combat, the Combat Ratio is shilted 
one column in Connan 's favor. 
t24. Balor One-Eye. 

WarcMrfofClan MacFnnis 
(2638-2680) Modify the dice roll by 2 in Baler's 
favor whenever he participates in trial by 
combai. 
(26. Magog the Cruel. 

Warchief of Clan Gogma • 
(2642-2681 ) If Magog w ounds an opponent in 
trial by combat, his opponent automatically 
dies ai the end of the trial by combai as a result 
of the venom on Magog's blade. 
t28. Grngan Blaciheatt, 

Warchief of Clan Cumroek 
(2625-3660) Sincea prophecy at his birth fore- 
told thai Grogan would die at the hands of a 
woman (a disgrace in the Fomorian culture), 
Grogan may not initiate or accept any 
challenge combai for fear that he will face the 
nemesis of the prophecy. If he tefuscs a 
challenge combat, the relevant dice roll 
modifications appls. 

t27. Imric Troll-Lord. Speaker of ihc CUwt* 
(2628-2680) If Iraric meets Aubcron in chal- 
lenge combat, the winner's player adds 3 to the 
succeeding combat resolution dice rolls in that 



battle. If Imric is killed, Gairiodi becomes 

Warchtef (treat as King) or Moray. 

t28. Galrloch the Swimmer. Marshal of Moray 

(2636-2680) Gairiodi becomes Warchicf of 

Moray (treat as King) if Imric dies. 

i29. Kuril Elfbane. Captain of the Guard 

(2634-2680) Whenever Rurik is present at a 

battle, ihe Combai Rat lo Is shifted one column 

in his favor. 

XX Barguest the Dwarf. Imric 'sMoge 

(2606-26801 Bareucsi bears the Moray Crystal 

at the beginning of ihe game. 

mSl Old (attach. The Hag of Strathclyde* 

(2593-2680) If Callach is killed, her piece is 

nipped over to reveal Callach's Waff. 

LEADERS AND HEROES OF MUNDANIA 

m32 Brian Mac Irer, King of the Borden 

(2643-2630) If Brian is killed, all troops of The 

Borders are destroyed and removed from play 

at the end of the current Game-Turn. 

m33. Cormac Swectongue, King of The Weald 

(M34-26B0) Cormac may not leave The Weald, 

Albion, and Curwyllan unless stacked with Im- 

nc. If Cormac is killed. Dando becomes King 

of The Weald. 

•34. Sean the Hhymer, Cormac 'sMage 

(7-2I681 Due to his opposition to the war. Scan 

may never lease The Weald except to telcpon 

into a Place of Power. He may freely move be- 

i ween Places of Power, but may enter no other 

hexci outside of The Weald. Sean possesses 

Herla\Ring. 

m35. Dando Redound. 

Champion of The H eald 
12653-2680) If Cormac is killed. Dando be- 
comes King of The Weald. 
m36. Mad. -tinsel of Eastmanh 
(2638-2680) If both Ainsd and Magog are pre- 
sent in a hex, Magog's Ratings musi be used to 
modify any dice rolb, not Ainsei's. IT other 
Kings arc present, their Ratings may be used 
instead. 

m37. Bran Og, Hero of The Easlmarch 
(2650-2680) If Bran Og is present .n a slack, no 
other person In that stack may be involved In a 
trial by combat except BranOg. 
m38. Doble the Server, Atn%elx Mage 
12631-2680) Dobie possesses The Scrying titer 
•39. Dunuittihe White, Sorcererofthe Watch 
(7-2853) f>irmli*pcjsscs»e*7^5rrtffo/0umr'ir. 
•40. Gerflaxlloefuy, Matter of Fir Darrlg 
(?-2680l Gerftax possesses Gerfutx Wand. 
•41. Misha the Wite, Old ManoJ the Braes 
(7-2680) Misha possesses A/isAa V/torf. 
•42. The Worm of Malta Stout 
(7-2680) The Teeth of the Dragon ate possess- 
ed by (but cannot be used by) the Worm. The 
Worm moves as a Ship in hexes containing sea, 
and asaTroll in land hexes. 
•43. The Call Slth, Demoncat of the .forth • 
(?•?) Also known as Big Ean. The Call Slth 
appears immediaiHy upon the death of Conn. 
It can fly (expending 1 MP to enter any hex on 
the map). Il ignores hcxs.de terrain. 
•44. Callach's Waff* 

(2680-71 This ghost appears immediately when 
Callach is killed and is controlled by (he Fomo- 
rian player ai that time. At the beginning of 
each succeeding Enchanimeni Segment (before 
enchantments arc plotted), the Fomorian play- 
er rolls a die. If the result it odd, Callach's 
Waff is controlled for the enilre Game-Turn by 
the Fomonan player. If even, by Ihe Faerie 
player. Like the Calt Sith.Callach can fly. 



ALBIOS:LASDOl EAEHIE RULES, PAGE 14 



(19.4) ENCHANTMENT 
SUMMARY 

The following 13 enchantment* may be cast 
during the count of the same. Each enchant- 
ment, numbered from 01 through 1 J for caw of 
plotting. IHu under (tie heading Require- 
ment* any inccial requirement! neceuary to 
in catting, under the heading Effect* how rhc 
enchammeni operate, and under ihe heading 
Note* anything special about the enchammem. 

01. Shaitthr Earth* 

Requirements: Caster must pos*c*t Dana't 
Totque(Magicltcm05). 

Effect*: Thecaiter't player deiignareianyow 
hex within a range equal to the caster'* Current 
Magic Strength • 2. That hex suffer* a violent 
earthquake. All fan reus and S0«* of ihc at- 
my (no", escort) CSP** In ihe he> (round down) 
are immediately destroyed. Both friendly and 
enemy pieces arc affected. 

02. Enchantment of EarcaBing 
Requirement*: (aster mutt occupy ihe Den- 
by Plinth or Derwent't Watch. 

Effect*: The enchantment may only be cast 
once per game. Once can. the activation dice 
roll for Auberon's Expedition (we 10.0) a re- 
duced by 5 foe the remainder of the game. 
03- Scrying Enchantment 
Requirements: Caiter muit in the Secy* 

ing Glass (Magic Item 20). 
Effects: A successful Scrying Enchantment 
force* the opposing player to wrile down the 
intended movement (including artifact watch- 
es and anything cite requiring the expenditure 
of Movement Point*) of one .tack of the try- 
ing player'* choice within a range equal to the 
caster's Current Magic Strength. Once plot ted, 
the motement mutt be adhered to as closely as 
poitibk during i he ensuing friendly Movement 
Phaw. moving as far at possible along the an- 
nounced path of movement within the limits of 
the pieces' Movement Allowance). Thrt plot is 
written after ihc effect! of all enchantment! 
have been determined (that Is. alter all dice 
roll* hax been made in the Enchantment 
Segment). 

Note*: The range of thii enchantment i« 
doubled if it H cast by Dobic the Scryer while 
Dobie occupies Fir Chlis (hex 0715). The Scry- 
ing Glass can be used only by Dobie Ihe Scryet 
at the beginning of the game. Upon Dobie'? 
death, the item will Immediately become attun- 
ed to the first penon *>iih a Banc Magic 
Siren jih of I or higher who potsessn Ihe item. 
Thereafter, only that penon may employ Ihe 
Item, though other* may carry it. Iftheperton 
to »hom ihe Item a attuned din. the item will 
become attuned to the next penon with a Banc 
MagK Strength of I or higher who hat the item 
in hisposvnvion. etc. 
0*. Enchammeni of the Elememi 
Require ment*: Caster must posses Ihe Book 
of Gyro (Magic Hem 02). 
Erf ecu: The caster *s player determine* the 
weather type in all hexn within a range equal 
to the caster's Current Magic Strength. Re- 
tardiest of what weather prevail* elsewhere on 
the map. thii untie type of weather will be in 
effect in that area for ihe entire Game-Turn. 



The effect* of thr* enchantment have prece- 
dence over thr effects of enchantments OS. 06 
and 07. 

06. Enchantment of Storm CaBing 
Requirement*: May only be ca*t by an en- 
chanter with a Basic Magic Strength of 4 or 
higher who occupies a coastal hex. 
Effects: Each all-sea hex in the Sea Zone of 
which that hex it a pan are immediately subject 
to the effect* of *torm* a* described in 6.2 
("bad sailers" mutt undergo Attrition and a" 
'hips pay an additional Movement Coil to en- 
ter t 
timet 

06. Enchantment of Eimtwlwinter a 
Requirement*: May only be cast by an en- 
chanter with a Ba*tc Magic Strength of 4 or 
higher who occupies a miwntainhex. 
Effect*: The weather for the entire Game-Turn 
in all hexes except thoseundet an Enchantment 
of the Elements or an Enchantment of Storm 
Calling i* wow. Thii enchantment supercede 
Uakeselfeci instead of) enchantment 07 

07. Enchammem of Hainmaking 
Requirement*: None. 

Effect*: The weather in all hexes on the map 
except tho*c under an Enchantment of the Ele- 
ments (04) is rain. If enchantment 06 i* cast 
successfully, this enchantment Is Ignored. 
OS Enchantment of Mental Alloc* 
Requirement*: Before the enchantment takes 
elfect, the caster of t hit enchant men t mu*t take 
one point of damage. Additionally, only en- 
chanter* occupying their home hex may cast 
thr) enchantment. The following enchanter* 
have "home hexes" (lined in parentheses after 
each penon): Mitha the Wise (Ho 2608); Mor- 
igu (Hex 1319); Dunam the White (Hex 2034): 
Dobie Ihe Scrycr (Hex 3337): Gerflax Hacfay 
(Hex 34))); 8arguc*f Ihe Dwarf (Hex 2611): 
Cotin the Sniper (Hex 28J81 No other penon* 
have a "home hex." 

Effects: The caster'* player initiate* a dud ar- 
cane bet-ecn the caster and any one enemy 
penon within a range equal to twice the 
caster** Current Magic Strength. The duel ar- 
cane it rttotved immediately upon the comple- 
tion of the Enchantment Segment (before pro- 
ceeding to theAtmiion Segment). It it resolved 
in all way* as a normal dud arcane except ihat 
the opposing pieces need not occupy the tame 
hex. the duel may ivixv be declined (even per- 
sons noi normaDy permitted to accept a duel 
arcane mutt do to ai a mult of this enchant- 
ment. Person* with a Basic Magic Strength of 
rero have a Basic Magic Strength of I lor pur- 
pose* of I hi* enchantment, to which the current 
Mana Level r* added normally). Brtt'fsCloet 
(MagK Item 13) doe* not allow the wearer to 
evade this enchantment . 
09. Enchantment of fortei Creation 
Requirement*: Caticr muit have a Basic Ma- 
gic Strength of 4 or higher. Thii enchantment 
may not be cast at hexes containing undestroy- 
ulfwiiinii 

Effects: .4 /'friendly and enemy pieces occupy- 
ing any one target hex within a range equal to 
the enchanter'* Current Magic Strength must 



undergo Attrition during the emuing Attrition 
Segment, and 5 is added to the dice roll. Vortex 
marken are supplied for use in reminding pla> - 
en which stacks mutt undergo Attrition a* a 
result ol •on ice*. 

». Enchantment of Mind Control 
Requirement*: The turn of the enchanter's 
Cutrcni Magic Strength and Command Rating 
must be higher than the sum of the largei's 
Current Magic Strength and Command Rating. 
Effects Any one target person who doe* not 
occupy a friendly fort mi or a Place of Power 
may be taken control of by the caster'* player. 
For the remainder of the Game-Turn. Ihe piece 
(and it* escort, If any, but nor any army or*h)p 
with which it may be Hacked) may be maneu- 
vered by the opposing player and may be uted 
by that player to perform any game function as 
If It were hit own piece. However, the piece 
may not enter an undciiroycd fortress hex (of 
any type). If stacked with the controlling 
player*? piece* at the end of the Game-Turn, 
the person is automatically killed. If more than 
one enchanter attempt' to cast iht* enchant- 
ment o»tr ihe same piece and both are mfaMe- 
ful. the enchanter with the highest Basic Magic 
Strength gam* control If both have the tame 
Bask Magic Strength, roll the dice lo deter- 
mine who gains control (high roller). If thr en- 
chanter controlling the person Is killed, the en- 
chantment is immediately broken and may be 
ignored for the remainder of the Game-Turn. 
II. Enchantment of Dispelling Mark 
Requirement*: None. 

Effects: All other enchammeni) in one target 
hex of the caster's choice are destroyed. The 
target hex mutt be within a range equal to the 
caster's Cutrrni Magic Strength. It is possible 
for an enchantment to affect all ot her heats on 
the map except the one hex in which this en- 
chammeni is can (thus Fimbulwinter would 
cover all of the map except the hex lo which 
I hi* enchant mem applied). Any other enchant- 
ment cast o**r a person occupying a hex in 
which this enchant raent » cait b immediately 
negated. Thu*. a penon under an Enchant- 
ment of Mind Control and occupying a hex un- 
der an Enchantment of Dispelling Magic 
would be unaffected by the Enchantment of 
Mind Control even if he left the hex. 
O. Enchammeni of Strength a 
Requirement*: Trie caster and the target mutt 
occupy the same hex. 

Effect*: The person over whom the enchant- 
ment is cast has his Combat Strength Increased 
by 2 for the remainder of the Game-Turn. Note 
that the number of wounds that a penon can 
tuffer before being killed is no' affected by this 
enchantment. 

13. Enchantment of ihion + 
Requirements: Only persons occupying Derg 
Donnegal(l8l9), Demon's Watch (2034), Re- 
vcnglas* (2825), the Denby Plinth (!838> or ihe 
Seat of Moray |2aT6) may cast this enchantment. 
Effect*: Ihe cattcr'* player may examine any 
and all enemy piece* within a range equal to 
twice the caster** Current Magic Strength to 
determine their composition. He may nor look 
at ihe enemy prayer's Combat Strength Roster, 
however. 



ALBIOS:LASDOI < IAERIE RVLES.PAGE II 



[20.6] MAGIC ITEM 
SUMMARY 

01. J tit Book ol Glamours 

An enchanter who powttn ih« lost volume of 
ansae lore ii automatically iticcntful in cast- 

02. The Book Gfm 

Any penon with a Banc Mafic Strength of I or 
greaicr who potsnsn (hit lome may automa- 
tically can an Enchantment of ihe Elements I* 
gat dint of whcihet or no( he it an enchanter 
(see 19.01 

03. Bra*\Cxn* 

Thii great hoard of gold upon •htcti the Worm 
of Mou*a Stour ha. brooded for 2000 year* ba 
po(tnt lure lo (he heart* of the Mundane* and 
they »iU galdly kill, fornwear. tob, desot their 
leader*, and commit all manner of foulness for 
even a tmall pan of it. Whenever a Faerie-coo. 
(rolled per ton possessing Btan't Curse OCCU- 
pmi hes containing Mundane piece* at Ihc be- 
ginning of an Attrition Segment, all Mundane 
piecet in the hex undergo Attrition. addin(5 to 
t he dice roll . Not*: The Faerie player may only 
attempt to discover Bran'i Curte when h» 
piecet occupy hex 3705 in (he absence of the 
Worm. The Fomorian player may never "dit- 
cover" or posses* Bran's Curse unln* he cap- 
t ure* it from ihe Faerie player. 
M. ColiPUj 

1 hi* "range plant only grow* during the sec- 
ond fortnight of Hoorn (Hoorn II) and only in 
Wigan * Pen (2629) atop (he barrowt of (he 
king*. Any perton possessing Colt Pixy and all 
piecet with which he it tiacked arc cloaked in a 
glamour and automatically evade all enemy 
paten if the player tout tolling the perton to 
desirn. Only person* occupying 2629 during 
Hoorn II may search for Coll Pixy. 

06. /Ja/iui Ii'gio 

Ihi> tymbol of the power of the ancient* al- 
lowt (he bearer tocast the Shake the Earth P_n- 
chantment. In addiiion.any perton beating the 
Torque it treated a> a King with a Command 
Raring of 6. 
OS. fmnlRade 

The artifact represented herein allow* the bear- 
er lo control Finn'* Rade. a wandering feast of 
ghoiily reveler* who mei (heir end when (he ci- 
ty Of Driffeid Know* was attacked by Health 
and sacked during Ihe Kimlaying. Any person* 
and armir* who occupy hex 2634 at (he beginn- 
ing of an Attrition Segment mu*t undergo At- 
trition a* a mult of encountering Finn't Rade 
(whose fair maiden* will cnttra( Ihe mortal* lo 
tlay themselves and so join the revel. ..forever), 
five is added 10 ihe Attrition dice roll In *uch 
rate*. Any perton pemetsing thi* magic item it 
immune to the cflectt of the revel (at are thow 
■tacked «iih him). In addition, all enemy 
pieces which begin an Attrition Seg metu tuck- 
ed wilh the pottetor of Finn't Rade mu*t 
undergo Attrition jutt a* if they had encounter- 
ed the Rade in hex 263d. 

07. Gwydlon'iSloff* 

T hit *taff of power was *ei iniothekeyttoncof 
the broken gain of Dnffeld Knowe (26W) by 
Ihe great mage. Gwydion. The staff may only 
be uted by a Faerie-cool rolled person with a 
Basic Magic Strength of 5 or higher. Other* 
may carry but not u>e ii. A beater with the re- 
quisite Ba*ic Magic Strength hai hi* Basic Ma- 



and is 

0B. Matkoal of Go fannont 
Forged from the fine*! litvet (hardened (o (he 
strength of ticel) thi* artifact abiorbt one 
wound inflicted on (he perton possessing it 
each phase or combat Round (including 
wounds at a result of Attrition). In addition, 
the bearer b immune to the effect* of ihe Hand 
ofTorhay(Magkliemll). 

09. VitAfas/frin 

The helm of ihe King'* Champion losi in the 
fall of Forador increase* the Command Rating 
of (he wearer by 2 and (he Maximum Combat 
Strength (but not the wound* that can be suf- 
fered) by 1. Nonhrrotc pet*on» wearing the 
helm are treated a* heroes. 

10. The Red Cleaver 

The batilcaxc of the King'* Champion (abo 
lott at Forador) inflicts double damage in all 
trial* by combat (calculate the wound* inflicted 
and double I hat number) and cause* nonheroic 
persons to be i reaicd at heron, 
tl. f.jynei Hammer* 

Carried by the King of Curwylbn and some- 
time*, by the Warder of the Eaii. Lyme'* Ham- 
mer is a great war hammer which increases the 
beater 1 * Maximum Strength by 2 (but not ihe 
wound* he can suffer). The bearer i* alway* 
considered a hero. 

12. MaTa****** 

This great axe increate* (he bearer's Maximum 
Combat Strength by 1 Ibui not ihe wound* he 
can suffer). In addition. TroHbane due* double 
damage in any trial by combat against a Troll 
(calculate the damage and multiply by 2k 

13. BrtgUt Cloak 

The *pedally woven cloak allow* (he wearer io 
become insitible. The bearer may always auto- 
matically evade. The wearer may alwayt de- 
cline a melee combai (but not a challenge com- 
bat). 

M, GerflaxWand 

Any perton with a Basic Magic Sirength of 3 or 
higher who postctm Gcrflax Wand (and any. 
one with whom they ate tiacked) may automa- 
tically evade enemy piece* due (o (he strong 
glamours tpringing from thi* wand. In addi- 
tion, the weather in any hex any bearer of the 
wand (no Ratic Magic Sirengrhl occupies or 
enters it always (reaicd at clear (it revcm (o us 
normal state once (he wand exit* the hex). 
IS. The Hand ofTorba, 
A glove fashioned from the hide of a demon, 
the Hand may be used by ihe bearer to touch 
one enemy person In any melee or challenge 
combat. The bearer's player announces in ad- 
vance who he will attempt to touch. Thai per. 
*0n'» player roll* one die and, If (he mull Isles* 
than or equal to the person's Current Combai 
Sirength or Current Magic Sirength (whichev- 
er it higher), ihe person escapes (he touch of 
the Hand unseat hed. Otherwise, ihe perton b 
killed. The effects of ihe Hand are accounted 
for prior to (he resolution of the combat Itself 
and any person killed by (he Hand does not 
participate in the combat. The bearer of ihe 
Hand does pai(!cipa(c in (he combat- at don 
any person who escape* the touch of ihe Hand. 
H, He>la\Kmt 
Thi* product of Jolunhcim wa* forged by the 



Dwarves for the Kobold Wats. Any perton 
potsnsing ii may cast an Enchantment of VI- 
*ion automatically (no dice roll is necessary) to 
a range triple ihe Current Magic Strength of 
ihe wearer. 

17. \1i\ha1Rod 

This small carved nick contain* a powerful en- 
chantment, attuning the bearer to ihe flow of 
mana. Five is added lo the dice roll for all arti- 
fact searches in which the bearer of (hi* item 
panicipam. In addition, (he bearer of the Rod 

enemy ttack in the hex heoccupin and ihe op- 
posing player must answer truthfully. 

18. The Moray Cryual* 

The bearer can examine all enemy stack* in i he 
hex he occupin and ihe *tx adiacent hexc* at 
any nme during his movement by expending I 
MP. 

19. Oime-iAxe 

The bearer doe* double damage in trial by 
combai and modifies all melee dice rolls by 2 in 
hislavor. In addition, (he bearer (traditionally. 
Ihe Champion of Lousier) i* alwayt consider- 
ed a hero. 

20. The Scrying Clan 

This fabulous mirror (a relic of theGhosidanc- 
er*) allows the person possnting n to read and 
determine the intention* of hit enemies. The 
bearer can cat) a Scrying Fnchantmcnt for this 
purpose a* described In 19.0. 

21. The Stall of Dunaiis 

This thick ash staff appear* to be only a bras*- 
shod walking stick. bu( ihe bearer it Messed 
with extreme good luck. He and those with 
whom he it tiacked of wx»«i automatically evade 
enemy pieces if they *o desire. In addition, the 
combai resolution dice roll in all combats in 
which (he bearer participa(n is always modifi- 
ed by 2 in the bearer's favor. 

22. The. Sword Requiter* 

The possntor of the "tword of heroes" as it is 
called, is always conttdered a hero. His Com- 
mand Raring i* alwayt Increased by 1 (already 
reflected on Dorwen'i piece). A curse b laid 
upon (he twotd that ihe *layer of it* bearer 
will, by hit act. destroy himself. Therefore, if 
the bearer of Rcquiler a slain in challenge com- 
bat . the enemy piece will alto immediately die. 
Any Mundane or Troll person who attempts lo 
take possession of Requilcr must roll his Cur- 
rent Magic Sitength or tew on two dice. If he 
fail* in ihb roll, he din. Troll and Mundane ar- 
mies may carry I he sword without penally. 

23. Teeth of the I/ragon 

When the Worm din. lis body may be looted 
for us fabulous teeth. After the terrain for any 
battle hat been chosen, ihe bearer may declare 
that he is using "the teeth." These are cast on 
the ground, and where they fall an army 
spring* up. Two dice ate rolled, and ihe 
number on (be dice b ihe number of army 
< si"-- which are added to the bearer's sirength 
for purposn of lhat combai. These CSP's may 
be removed a* casual tie*. They do noi benefit 
from (or suffer from) terrain modi ftca lions to 
their strength. At (he end of the bailie in whkti 
they are used, the CSP's diiappeat permanent- 
ly. The teeth may only be used once. The teelh 
may nol be u*ed to affect a melee or an over- 
run. They may never be used by ihe Worm. 
Obviously. 



ALBIOS: LASDOF FAERIE RULES. PAGE lli 



(19.5] PLACESOl- POWER 

The 19 Places or Power ate all wild magk 
hexes. Ii is possible 10 telcport between Places 
of Power. In addition, each Ptacr or Power has 
characteristics which arc unique 10 ii. Each de- 
scription U numbered (between 01 and 19) for 
ease of reference. 

01. Catr Branding)* 

(Hex 1323) This scat of power of the ancients 
once housed ibe Royal Library of Ihc King of 
Faeriein Erin. Ii may be searched for ihc Book 
Of Clamours ami the Book of Gyres. 

02. latr Oonmgh 

(Hex 2)28) The summer home of the ancient 
Kings of Faerie in Albion was twice torched 
during the Kinslaying (IJBJ-MM). The crypts 
beneath the mouldering pile of the keep may be 
searched <oi >hc Meilcoal of Gofannon 

03. Culltan Braes* 

(Hex 260!) These southing springs base won- 
drous healing properties, and any person who 
occupies he* 260? dining a Friendly Recovery 
Phase is healed of I Wound. 

04. Drrg Donnrguf 

(Hex 1819) This dizzying rock spire is the home 
hex of Marig u the Enchantress. The Enchant- 
ment of Vision can be casi by persons occupy- 
ing this hex. If the enchantment is successful, il 
takes ef reel in all he.e* of Connaugh. Munster. 
Ulster, and Ldnuer and all other hexes: within 
range (see 19 4) 
16. OenwinWo/eA* 
(He* 2034) This almost inaccessible mountain- 
lop is the home hex of Dunatis the White. Per- 
son* occupying this he* may cast an Enchant- 
ment of Vision or an Enchantment of Farcall- 
ing. An Enchantment ol Vision cast from this 
he* takes effect in all hexes of Cwynedd and 
Albion and all other he*es within range. 

06. The Itrlffeid Knnwe 

(Hex 2634) Site or the worst atrocity of the 
Kinslaying. the Know-c houses the ghosts ol' 
10.000 Elves slain in a surprise attack. Among 
these is Fmnl Rade. a ghostly marriage feast 
described in 20.6. Armies and persons occupy- 
ing the hex during the Attrition Segment will be 
forced to undergo Attrition ( + 5 to the dice) as 
a result of encountering Finn 3 Rade. The he* 
may be searched for the Finn "s Root artifact or 
The Staff of Gwydion. which was placed in this 
haunted place by Gwydion shortly before his 
death, to be kept safe until needed to aid 
Faerie, 

07. FhChttt 

(Hex 3337) "The Merry Dancers." as it is call- 
ed, ii a place of abiding enchantment deep 
within the marshes of the The Wash. Dark ma- 
sk from the days of the Ghosidancers lingers 
here and no ships or army CSP's (except es- 
corts) may enter this he* All persons e*cept 
Dobic the Scryer sulTer one wound during any 
Attrition Segment in which they occupy Fir 



Chits. When Dobie uses the Scrying Class 
w Ink tn (he he*, its Range is doubkd. 
OB. fir Darrig 

(He* 3433) "The Red Man" or Fir Darrig is a 
dark forest haunted by memory of the 
Gbostdanccr*. No army CSP's (except for 
escorts) may enter Fir Darrig, and persons in 
the hex during an Attrition Segment suffer one 
wound. Gcrflax i teats Fir Dartig as hit home 
hex and does no' suffer any wound for occupy- 
ing the he*. 

09. Forador 

(He* 1023) Once the greatest city of Con. 
naught. Forador was destroyed five times dur- 
ing the Kinslaying and the Yeats of Terror 
which followed. Lost In those limes were three 
potent magic items: Dana's Torque, The Red 
Cleaver, and Nuadas Helm. In addition, the 
city is attuned stilt to the auras of EJven royal 
blood. The Current Magic Strength of Auber- 
on. Edric. Elidor, Arwan, Branwen. Midinhir. 
Morigu, Finvarra. Dagda, Brigit. and Angus 
Mac Oa are increased by 3 whenever they oc- 
cupy 1023. 

10. GIF* Hal 

(Hex 26I IJ These rocky cliffs overlooking The 
Minchcs have a peculiarly restful quality whkh 
promotes healing. Any person occupying this 
hex during his Recovery Phase is aul omatkally 
healed or I wound. Gila Rest it the home hex 
of Barg Ren the Dwarf. 

11. Kelpie Braes 

(Hex 0725) These unique bhic- water springs 
are said to be bottomless by some and by others 
lo house fierce aquatic demons (the Kelpies). 
Whatever the truth of the legend, they arc defi- 
nite!) magical having strong healing proper- 
lies. Persons occupying this hex during their 
Recovery Phaseare healed or 2 wounds. 

12. Paris Heath 

(Hex 3151) Seldom visited by the lords of 
Faerie, this great heath was once the site of ob- 
scene rites conducted by the Ghosidancers. Ar- 
mies may not enter the he*. Persons (and their 
escorts) may enter, but any person who begins 
an Attrition Segment in the hex suffers 2 
wounds. Persons who occupy the hex during 
an Enchantment Segment hove their Current 
Magic Strength doubled. 

13. Rarrngkni 

(Hex 2925) Rising almost sheer from the depths 
of the ocean, Ravenglus '* 'he Royal Observa- 
tory of Albion. Persons occupying Ravenglau 
may can an Enchantment of Vision with 
unlimited range. 

M. Bona* Both* 

(Hex 2604) These famous hot springs have mir- 
aculous healing powers and any person occu- 
pying the hex during his Recovery Phase is im- 
mediately healed otall wounds. 
15. TheDenbyPBnlh 

(Hex 2338) This stone spire with its everciimb- 
ing stairway winding about its exterior is the 



home of Conn theShoper. In addition, persons 
occupying the hex may cast an Enchantment of 
Vision or an Enchantment of Farcalling. The 
Enchantment of Vision lakes effect in all of Al- 
bion. The Weald. Curwyllan and all other 
hexes in range. 

16. The Giant's Itance 

(Hex 2441) Later known as Stonehengc. this 
circle of monolithic stones has been used by 
Sunworshippcrs. Ghostdancers. Moon Cul- 
tisls, and Blood Drinkers, among others. At a 
result of the treat Magicks unleashed there, it 
has a strongly magical aura. Armies and es- 
corts may not enter the hex. All persons who 
occupy the hex during an Attrition Segment 
suffer I wound. All enchantments cost Tram 
ihc hex sue automatically successful (no dice 
roll is necessary) In addition, the Current Ma- 
gic Strength of all persons occupying the hex is 
increased by 3. 

17. The Mama Slant 

(Hex 3705) This fortified cavern has long been 
occupied by the Worm. The Worm treats Mou- 
sa Stour as its home hex. and its Current Magk 
Strength and Current Combat Strength are 
doubled when it occupies the hex. Faerie per- 
sons (unly) occupying the hex in the absence of 
the Worm may search Tor Bran V Curse. No ar- 
mies may enter the hex. 
IB. The Seal of Moray 

(He* 2816) The Seal of Moray is carved atop 
the mountain Hightfang. For 500 years the 
chiefs of Can Moray have come to the seat to 
see visions and deliberate upon the good of 
their hearthsteads. The seat is attuned to those 
of the Moray bloodline. Barguesi, Imric. and 
Gairloch have their Current Magk Strength in- 
creased by 4 when they occupy this hex. In ad- 
dition, those three persons may cast an En- 
chantment of Vision while occupying the hex 
and the enchantment will take effect in all of 
Monty. Ochil , Strathclyde. The Borders and all 
other hexes within range, No armies may ever 
enter this hex. 
19. mean's Pen 

(He* 2629) These ancient barrows hidden deep 
within the marshes cradle the bones of almost 
1SO0 years worth ot the royal houses of Faerie. 
Persons occupying the hex during ihc second 
fortnight of Hoorn may search the hex for Colt 
Pixy (which grows only on the barrows of 
Kings during this single fonntght of the year). 
In addition. IfCallach's Waff. Finn's Rade. or 
I he Cait Sith enters the hex at any lime, they ore 
laid to rest and immediately and permanently 
removed from the game. Finally, if Auberon. 
Edric or Elidor are involved in a battle in Wi- 
gan's Pen. ihey may "call forth the kings." Be- 
fore l he battle, the Fnenc player rolls two dice 
and adds the Command Rating of the person 
who made the call. The resulting lotal is the 
number of Enemy Army CSP's whkh are ime- 
diaiely destroyed by the attacks of the ghostly 
minionsof royal Albion. 



ALBION: LAND OF FAERIE DESIGN CREDITS 
Game Design: David James Ritchie 
Physical Systems and Graphics: Redmond A. Simons- 
Game Development: Nick Karp 



Devclopmcnl Assistance: Tho 



Rules Editing: Gerry Klug 

Blindiesiers: Jamie Adams, Richard Hammer 

Playl«ters: William Corkun. Anthony No, Tony Rosario. Bruce 

Shelley, KenSlepyan, Max Waiasman 

Production: Marjorie Gray. Ted Koller, Manfred F. Mslkuhn. 



i, Deborah C Ritchie Michael Moore. Bob Ryer. Ken Ste> 





Albion. Land of Faerie Counter Section \r. 1 (200 pieces): Front. 

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■■■■ 



[12.6] TERRAIN EFFECTS 

TERRAIN TYPE 



MOVEMENT COST 
M G T E 



BATTLE EFFECT 
M G T E NOTES 



Clear Hex 



2 2 2 2 



D 



Enemy pieces may be overrun. 



Marsh Hex 



5 6 4 4 



D 



Woods Hex 



3 4 4 2 



D Enemy pieces may be overrun. 



Forest Hex 



4 5 4 3 



T Printer's error has transposed the sample hexes 
of Forest and Woods on this Terrain Chart. 





opyfight %J 1981, Simulations Publications, Inc., New. York, NY 10010 7366 



Rough Hex 



3 3 



Mountain Hex 



5 4 



4 
3 5 



D 



D 
T 



Enemy pieces may be overrun. 






Sea Hex 



P P P P 



Only ships, passengers, artd persons who can 
swim or fly may enter. 



n 

51 



Knowe 



H D H 



Intrinsic Defense Strength of 1 (see 17.4* 



Delving 



D Intrinsic Defense Strength of 1 (see 17.4). 




Broch 



D 



D 



Intrinsic Defense Strength of I (see 17.4) 



Stockade 



D 



D 



Intrinsic Defense Strength of 1 (see 17.4) 



""fr 


Dermo! \ Dyke 


6 


6 


6 


1 


H 


H 


H 


T 


Pieces slacked with elves pay elf MP cost. 


® 


Place of Power 


mm 


- 


- 


- 


- 


a 


- 


— _^_^— . 


— — 
Persons may telcport into/out of hex. 





Trail 


I 


1 


1 


1 




- 


- 


- 


Negates other terrain for movement purposes. 



SUMMARY OF PERSON SYMBOLS 



King 



Ki UK/Enchanter 



Captain 
Flyer 
Swimmer /oxr 



Faerie Road 



2 2 2 1 



Negates other terrain for movement purposes. 
Pieces stacked wii h elves pay elf MP cost. 



M 



Minor River Hexside 



3+ 4+ 2+ 3 + 




Major River/ Lake 



P P P P 



Treat as sea. Ships may enter freely. 



'/-- 



\f y Ferry Hexside 

\*i[/ Ford Hexside 

/#"A 

vj J/ Bridge Hexside 



1 + 



Pieces stacked with elves pay elf MP cost. 
Other pieces treat as Minor River hexside. 



Forador(l023) 



2+3+ 1+ 2 + 



Cacr Uraiuli 



1 ♦ 



« 



Mountain Hexside 



p p p p 



Pieces stacked with elves pay elf MP cost. 
Other pieces treat as Minor River hexside. 

Persons who can fly may ignore hexside. 
Others may \xo\ cross. 




GAME-TURN TRAC 







1 Beltane II 
Mama Level: 4 
Begin 22.0, 
23.0 



2 Hoorn I 
Mana Level: 5 



3 Hoorn II 

Mana Level: 5 
End 22.0 



4 Arlith I 

Mana Level: 5 



5 Arlith II 
Mana Level: 5 



6 Gobis I 
Mana Level: 6 



7 Gobis II 
Mana Level: 6 



Kithin I 



Mana Level: 5 



9 Kithin II 
Mana Level: 5 



10 Mot wis I 

Mana Level: 5 



■ 



■ 



23.0 









2303 



W 2503 






2903 



3103 



3303 



3503 



3703 



348P2I 

3903 ^ 



2403 







2603 



2803 



1003 



3203 



3403 



3803 



2704 



2904 



3104 



3304 






Marshal Marshal/Enchanter 



m 

Captain/Enchanter 

it 

Enchanter 



2306 





:v.Y ... 



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3004 









2905 



2 RofyA&B&Tl 



2805 



30Q6 



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JtlN 

3206 



5404 



3504 



3803 

*SHANi 



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3305 



3506 



3905 



3405 

VNN* 



Y 



2506 



2906 



toe 



3506 



3606 

t Ath\ \ ft)USA 



3806 



EOF 






ECULA 




ii uiiiaiHiu i mi ii i II m ii wwmmmmmmmmm 

[12.7] DISCOVERY TABLE 

MODIFIED SEARCH POINTS IN HEX 
HEX DICE 8 9 16 17 24 25* 






(1323) 2-3 
4-8 
9-12 



C4 C3 

C2 CI 

01 01 



/ 



UST 




imA » TAFE 



2806 



3006 



K 



3406 



2707 



2907 



3307 



* 



3607 



370 



sfm 

J$I,AND 



3907 



i 






3607 



3807 



; : roe 



2908L 



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sm 



3$oe 



3 708 



•&■ v 




3406 



3606 



3808 



ii " 



■8 



2#y 



^JL 



!%/ 



3309 



3509 



3709 



3809 



:/i 



\ 

V 



Ol SKYE 






3*109 



3609i 



'3SCB 






/ 






yjf / Tunnel Hexside 



p p p 



Pieces stacked with elves pay elf MP cost. 
Other pieces treat as Mountain Hexside. 



Cacr Oonagh (2128) 2-3 

9-3 2 



C2 C2 

CI CI 
08 08 



— — 



CI CI 
CI 08 
08 OH 



WiganVPen (2629) 



vf / Pass Hexside 

, — 

Border Hexside 



1 + I f I -f I l- 



04 



04 




Crossing borders into inactive enemy 
countries causes them to become active. 



Mundane Aspect 



Faerie attrition. 



DriffeW Knowe (2634) 2-5 

6 -S 
9 12 

TheMousa Stoui -(3705) 2-7 

8-12 



06 



C5 C4 

03 03 



Enchanted Aspect 






Mundane attrition. 



I I II l '1- ll. ■ ■■■,! 



iVyi> 






-—— _ 



'■■ T * *• " a * '•■ ; 



Wild Made Hex 



All pieces suffer attrition. 




M: Mundane, G: Gnome. T: Troll. €: Elf. Numbers under 
Movement Cost indicate number of Movement Points that 
must be expended to enter hex of that terrain type; some hex- 
sides require the expenditure of additional ( + } Movement 
Points. Letters under Battle Effect indicate whether a race's 



Combat Strength is halved <H), doubled (D), tripled (T), or 
unchanged in terrain types. P: Prohibited. (-1: No effect; 
other terrain in the hex determines Movement Costs and Bat- 
tle Effects. Note; A hex containing only an Aspect color, but 
no terrain .type, is considered clear terrain. 



curse §MrOT| m artifact. #: Persons searching the hex dis- 
cover the artifact represented by ilie number (sec 20.0 I'oi de- 
tails). (-): No effect; ilie search reveals nothing, A new search, 
requiring additicmai expenditure df Movement Points, mav he 
initialed immediately. Note: Dice rolls ( i| less than 2 are 
treated as 2. Dice r oils of greater than 12 are treated as!2. 




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1727 




2226 



2426 



A 






«2fi 



372S 



3S25 



3825 



382S 






3728 



3926 



2327 






O 







62- 



1R?7 






2227 






/ 



1728 



^<»2tt 






1428 



1828 






"v. 



'■■■• M 



ft 






1629 



1729 



1929 



( 1 



2328 






2428 






2529 



t 




3226 



t 



3626 



3^6 



>?/ 



3727 



3827 



3027 



2fc\ 







34: 



3627 



3827 



I 1 ' ' 



1629 



1829 






2429 






A+> 




O 



0130 



0430 



06: 




0830 



1030 



0131 



063 r 



5731 



*\arjv, ^ 

^' '' 7.f230 



}^» A^ 



1530 



1 730 













•f 



i 
1630 



1830 



*s 



15-31 



1731 



■. 



■. ^ - 



023 ? 



0431 



0631 



0(831 



1031 



J 231 

Coi 



CAQ6R 



MA^m 



"631 



1831 



?031 



IE] 



0132 



0332 



0532 






0932 



1 132 



1332 



1532 



: :.■:' 



1932 












i,v 





■\ 



^ 



% 




3728 



3928 



3428 



3628 



3828 



3329 



3729 



3929 



:* \*-> 



P 



3229 



iARR* 
3G*> 



N 



^ 



A Jrp5J 

•■ijr 



*\ 



34; 



3829 



cm 



!M 



3730 



3930 






F r- 



.#' 



^^ 



3630 



3*<: I 




3731 



3331 



1 1 



*■£■ 



2W 



M Q1 







0832 



1032 



J232 



1432 



161? 



1832 






243? 



> '. »i 



2832 



















[7.7] CASUALTY TABLE 

COMBAT R 
STRENGTH 
OF FORCE A B C O 


E8ULT 

3/2 


' 


G 


1-6 
7-10 


0/0 
0/0 


0/0 
1/0 
1/1 


1/0 
1/1 


; l/l 
'. 2/2 


3/3 

4/3 


4/3* 
6/4 1 


it-is 


0/0 


3/2 


4/2 


5/3 


8/4 


10/5 T 


16-20 


1/0 

- 


2/1 


4/2 


5/3 


8/3 


14/4 1 
I8/5 1 
23/6 1 


I6/6 1 


21-25 

26-30 


■ 
1/1 

1/2 

! 1 


2/2 
3/2 


5/2 
6/3 


; 6/3 

\ 8/3 


10/4 
14/4 


20/7 1 
26/8 1 


31-35 


3/3 


8/3 


10/4 


16/5 


26/7 1 


30/9 1 


36-40 


2/3 


4/3 
4/4 
5/4 
5/4 


8/4 


■ 10/4 


20/6 1 
22/6 1 
24/7 1 
28/7 1 


30/8 1 
34/9 1 


36/ 10 1 


41-45 


2/4 
2/4 
2/5 
3/5 
4/5 


8/4 
10/5 
12/5 


'; 12/5 

i 12/5 
! 16/6 


40/ 1 2 1 


46-50 
51-60 


38/ 1 1 
44/ ll 1 


46/ 1 4 1 
50/16 1 


61-70 
71-80 


6/5 
8/5 


14/5 
16/6 

18/6 
20/6 


: 20/6 
22/7 
24/7 

\ 28/8 


32/8 1 52 12 1 
38/8 1 60 IV 
42/9 1 68/ 14 1 
48/ 10 1 76/ 1 5 1 


60/I8 1 
70/20 1 


81-90 
91 + 


4/6 

5/6 


8/6 
10/6 


80/20 1 
90/20 1 



0933 



M33 



1 333 



1533 



I m 



1933 




2333 













383 1 




Tanr 



3732 



3932 



a 



J*u 



r '**V 



h 



0833 



1033 



1233 



1433 



1633 



1833 



? 









2433 



v>.3 ^^C*?^ vX|P W-3fes<*> 






.»tlt , 




-uu 



au 



31^3? 



3832 



« 



2633 



0934 



1134 



\m 



2334, J 



0834 



a o 



12: 



i- 



093S 



1135 



1335 



1535 



0835 



1035 



12: 



1435 



1635 






lAmOUGATl. 

\ 



0936 



1136 



1336 



?53^ 



1736 



1936 



0838 



1038 



1436 



1636 





r 4' 




v - .Jflfc 



X* 



^tii 



-->• 



■r= 



.-* 



s 



X 



,■• 



1 ' **,■ 






*m 



/ 



3a 



3733 



3933 






•^ 



3633 



3833 




' 



3334 










Mi 



2635 



0937 



1537 



1737 

Cai 



i<vj": 



0837 



1037 



1437 



103/ 



CAI 
1837 



\fFRTHY.\"SG [T&\ 

-> — --rj||R:' V- 







'- i 



0938 



1138 



1338 



(538 



1738 



1938 



2138 



4 / /233B 



''.-i' 



SELl 



To determine the results of a combat, cross reference the column corres- 
ponding to the resuit from ihc Combat Results Table with the row cor- 
responding to the force strength. Numbers w the left of the slash indi- 
cate army/escort CSP losses, and those to the right represent wounds 
and ship steps lost. 1; The entire result to the right oTthc slash must be 
applied 10 one piece* if possible. 



0836 



}02S 






1438 



n-rni 



•'£3: 



2238 



//' 2438-' 






m£>( 




2735 









C"ilL "-J"—' 



^y/P^4 



3734 



3934 



383-1 



~ Jr-- 



us: 



ii • • 



ii i 



l 3*. 



3735 



;n3L 



*» ** 










r 293^ 



"3\ 



S'Vi 



&■ 



^^ 



f '\ » * » 



■^ ^"**m.¥ ' 






ui^.. . 






^1±L. 




363S 



3835 



3538 



3736 



3936 



3LJ 



.1- 



3236 



^ rf ^ 



335a 



0939 



I13SJ 



133f) 



1&'JS) 



im 



1039 



12^9 






JK> 






'■ '" 






233?" 




'!• 



L"> •"! 



0940 



1140 



1340 



[8.3] ATTRITION TABLE 

OI C6 COLUMN 

2-3 A 



0640 



0640 



1040 



I24C 



W 



BLACKDOWN 



4-5 



B 



6-2 



9-11 



I) 



0741 



0941 



1141 



-^--: 






0641 



1441 



U 



4V 



164T 



12 + 



0742 




.13-;^' 



l }\c ilie tetter oppiisite each dice roll on Ihc Ca- 
sualty Table (7.7) to determine the losses in- 
flicted. Dice roll modifications affecting attri- 
tion are listed in 8.2. All modifications are 
cumulative. Dice rolls of less than 2 have nod- 
feci; dkc rolls greQtcr than !2rcquirecotumnI*. 



0642 



^HE SQTU^XSLANi 




ix/.B-) 




C\ A««P 




s. 



2t 



1741 



— 



W 




T>iOKNSI 



2041 



% 







2440 



me 








363b 



3836 






393/ 




3437* 






/ *3J, 



3837 



.7.1 




0&\ 






■f 



E 36 



Ml U 



,> 






3238 



V 



yt.~iu 




%h\TH % 



P 

■ > 



3}:.^. 






2940 




lR*i 



2541 



broll; 



DEL\ING J 



\ 






* 



~ / 



33 




)38 



m 



^imS^m - 



▼^J 



f 






3739 



jajy 



*A 




3940 






TOW 



/ 



-J? 4 ^ 



3840 



(t)DE 



\ 



^A 



1042 



1442 



2042 



c KlU^CfA\T'SD. 



WiM 



264-: 



Z 30 *! 






0743 



0943 



1143 



1343 



(643 



1V43 













ov;3 



0643 



1043 



1243 



1643 



1843 






43 

YEOW] 



2543 



J 



■Ml 



^443 



2643 






ii i ii"ii„ . 



[ 10 4] ACTIVATION TABLE 
Activated by the Fomorian Player: 

PERSON COUNTRY DICE 

The Worm of Mousa Stour 6 
Activated by the Faerie Player: 

PERSON COUNTRY DICE 

Diinam the White 1 7 

s 



0744 



0944 



1 144 



1 344 



1544 



I 744 






2144 



2344 



27< 



apq 





3341 



3741 



3941 



3241 



3841 



UE 



3>;2 



3742 



3942 



.i'Vi. 



^T- 



3442 



3842 



3842 



»♦*■ - 



3743 

IHEAD 



3943 



3843 



3843 



-A 



\ 



3T 



£44 



3^ 



3744 



3944 



XXSi 



1644 



1844 



?044 



2744 



2444 



2644 



2844 



304^^ 



3444 



3644 



3844 



/ 



i m 



1945 



?14& 



2345 



254! 



Misha the Wise 
Gcrflax Hacfav 



3 



AubcronN Expedi tion* 
kinednm of ( »vavuc<1iI 



tle;inh^ic;ul t>f ( inwvlhui 



[16.6] COMBAT RESULTS TABLE 

ratio of attacked strength to oefender strength 
dice 1-5 1-4 1-3 1-2 1 1 2-1 3-1 



1645 



1846 



•'045 






*¥/^* 



2745 

IGHT 



2945 



,m: 



3345 



3545 



374S 



3945 



2846 



304! 



1446 



3645 



384S 



1 3 

— rr* 



4-1 



5-1 



rG/Ao rF/Ao rF/Ao rE/Ao rE/Ao rE/Ao rD/Ao rD/Ao rCVAo 






1 946 






7346 



2ivtf> 



rF/Ao rt \o rE/Ao rD/Ao P/Aa rD/Ao ( Ao C/Ao g /Ao 

r( \o rC/Ao R:/Bo 



— ■ ■ 



I646 



IS46 



:-'CMC 



2246 



2446 



rE/Ao rD/Ao rD/Ao C/A 



rD/Ao C/A oC /A rC/Bo 



A C/A 
(Bo C/Bo 



C/B 



C/B 



Bo 



I747 



1 047 



2147 









Kingdom of I ristci 8 

Kingdom of I citvstcr 7 

I*h m iute playct must roll equal to 01 

le\s than the number indicated 011 two dice 
to activate the person country. Persons 01 
count ries thai 101 act din this man- 

ner may enter live jiamc only if attacked b> 
thecneni] oi. 

1. Sub ifTt the dice roll il Fomorian 
ships, persons, ni armies have entered 
hex ol Gw v 111 1. kl. 

2. Subtract i; from the El il i>un 1 i 
curremh veorliasbeenelimin 

3. Subtract % from the due roll n an \ 
chain Ihny lias been 

I he Faerie player ma> begin to roll 
for \; -a\. trio at on (iame -Turn 4. 



6 



rC/A rB/Ao rll/Ao 0B/B0 oC/V 



C/Co B/Bo [^WBr oA/B 



0B/A0 B/Ao rli/B 

— . 1 — , 



( ■/<■ 



I) Do oC/C oB/B 



rB/A 



K/B C/B oD/C 






E/E 



oC Bo 



B/C 



ll/Co D/D 



P/F 



B/Cr 
oB/D 



Bo \ ( r 
oA/D 



1647 



1847 

TORLhCK 



2CW7 



2247 



2447 



1 ?48 



2148 



2348 



OC I) 



oA/Dr oB/Er 



2*>4S 



B/C 



oA/C oA/C 



11 AC 

12 o-\ Dr 



\ I) oA/D o \ I 



A/Dr oA/P 
oA/Er 



A/Dr A Er A/Er Air 



1648 



1848 



048 



>3«i 



^- 





/ 2746 \ 




f 2646 \ 


/ 2S46 


r 2547 \ 


hi 


/ 28 




/ 2748 \ 





2946 



Du 



3346 



3946 



,>*#, 



3046 



3246 



3446 



2947 

on 



3147 



I M ' 



324 / 



2S48 



3148 



2441 



7646 



2846 



3046 



3248 



3347 \ 








/ 3447 \ 


§ ***''* 


3348 \ 






/ 3443 V 






394 / 



3847 



3847 



3748 




3648 



oA/Dr \/Er : oA/Er 



Each letter (A through G) refers to a column on the 
Casualty Table (7.7). Results 10 the left of the slash 
refer to the attacking force, and those to the right 
refer to the defending force, o; The force to which 
the result applies has the option to retreat from the 
ties (after removing all losses) and move into any 
one of the adjacent hexes which the force could 
normally enter during a Friendly Movement Phase. 
Only unoccupied hexes, or hexes occupied solely by 
Friendly units, may be entered. Fomorian forces 
may never use this optional retreat; and Faerie 
forces mav use it onlv if their commander's Com- 



o A E o\ lo oA lr oA/Gr 
A/Er oA/Fr oA/Fr oA/Cir oA'C.r 

maud Rating is equal to or greater than the highest 
Command Rating of any person in the opposing 
Fomorian force, r: The force 10 which the result ap- 
plies may be required 10 retreat by the opposing 
player. Units unable to retreat (because there is no 
available hex to enter) are instead immediately 
eliminated. Persons unable to retreat are killed. A 
combat ratio of less than 1-5 is treated as 1-5; a 
combat ratio of greater than 5*1 is treated as 5-1. 
An adjusted roll of less than 2 is treated as 2; an ad* 
justed roll of greater than 12 is treated as 12. 



3 749 



1949 



2149 



"~ 



2549 



2749 



2949 



3149 



3349 



3549 



Ah. 



1649 



*K-i ; : . 



PEtfGfELM'l 




%J 



/ 



m 



\ 



3949 



2449 



2649 



. ■ . ■ 



• ■ 






R4*>. 



3tl| 






-Ut.^ 



2150 






'j 



3f 






1650 



■ 



I860 






!250 



■ :' 






195) 






■ 



rfl 







4260 



3460' 






)\ 



WH 







ysr 



v 



L : "' *